Normal skill order: R > Q > E > W
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 3,000
- Price
- 450
+70 Ability Power +350 Health +25 Ability Haste +4% Move Speed Spelldance: Dealing magic or true damage to champions grants Move Speed for 4 seconds.
- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Total Price
- 3,000
- Price
- 450
+70 Ability Power +350 Health +25 Ability Haste +4% Move Speed Spelldance: Dealing magic or true damage to champions grants Move Speed for 4 seconds.
Situational itemstop 12
- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
51.34%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
52.39%- Total Price
- 3,000
- Price
- 450
+70 Ability Power +350 Health +25 Ability Haste +4% Move Speed Spelldance: Dealing magic or true damage to champions grants Move Speed for 4 seconds.
52.93%- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
51.74%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
51.38%- Total Price
- 2,700
- Price
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
52.57%- Total Price
- 2,650
- Price
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
48.16%- Total Price
- 3,000
- Price
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
46.42%- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
48.98%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
49.70%- 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.
52.83%- Total Price
- 3,250
- Price
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
51.61%Starting items
- Total Price
- 1,300
- Price
- 500
+30 Ability Power +200 Health Madness For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
55.32%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
53.72%- Total Price
- 1,300
- Price
- 500
+30 Ability Power +200 Health Madness For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
53.72%- Total Price
- 400
- Price
- 400
+20 Ability Power
48.44%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
48.44%- Total Price
- 850
- Price
- 200
+25 Ability Power +10 Ability Haste
48.44%Core items
- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 3,000
- Price
- 450
+70 Ability Power +350 Health +25 Ability Haste +4% Move Speed Spelldance: Dealing magic or true damage to champions grants Move Speed for 4 seconds.
- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Total Price
- 3,000
- Price
- 450
+70 Ability Power +350 Health +25 Ability Haste +4% Move Speed Spelldance: Dealing magic or true damage to champions grants Move Speed for 4 seconds.
- Total Price
- 2,650
- Price
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
Situational itemstop 12
- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
49.11%- Total Price
- 3,000
- Price
- 450
+70 Ability Power +350 Health +25 Ability Haste +4% Move Speed Spelldance: Dealing magic or true damage to champions grants Move Speed for 4 seconds.
49.39%- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
49.30%- Total Price
- 2,700
- Price
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
49.66%- Total Price
- 2,650
- Price
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
51.12%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
55.74%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
50.44%- 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%.
47.47%- 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.
52.18%- Total Price
- 3,250
- Price
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
51.15%- 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.
50.61%- Total Price
- 3,000
- Price
- 1,050
+95 Ability Power +40% Magic Penetration
54.80%Starting items
- Total Price
- 1,300
- Price
- 500
+30 Ability Power +200 Health Madness For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
48.26%- Total Price
- 1,100
- Price
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
52.03%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
46.73%- Total Price
- 1,300
- Price
- 500
+30 Ability Power +200 Health Madness For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
46.73%Core items
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,700
- Price
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
- Total Price
- 2,700
- Price
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
Situational itemstop 12
- Total Price
- 2,700
- Price
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
43.43%- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
42.71%- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
45.51%- Total Price
- 3,100
- Price
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
42.94%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
46.84%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
43.42%- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
36.86%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
53.86%- Total Price
- 2,450
- Price
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
38.87%- Total Price
- 2,800
- Price
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
44.30%- Total Price
- 3,000
- Price
- 450
+70 Ability Power +350 Health +25 Ability Haste +4% Move Speed Spelldance: Dealing magic or true damage to champions grants Move Speed for 4 seconds.
40.88%- 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%.
40.31%Starting items
- Total Price
- 900
- Price
- 500
+350 Health
42.73%- Total Price
- 400
- Price
- 400
+150 Health
42.73%- Total Price
- 1,300
- Price
- 500
+30 Ability Power +200 Health Madness For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
43.88%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
40.47%- Total Price
- 1,300
- Price
- 500
+30 Ability Power +200 Health Madness For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
40.47%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 56.35% | 8.25% | 1,166 |
Gain ability haste equal to 30% AP . View augment details | Prismatic | T1 | 55.28% | 11.52% | 1,628 |
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 | 55.08% | 8.08% | 1,142 |
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 | 54.97% | 13.88% | 1,961 |
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 | 53.28% | 5.60% | 792 |
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 | 53.18% | 5.23% | 739 |
Healing and health regeneration you do causes you to deal 70% of that value in magic damage to the nearest enemy champion within 1000 units. View augment details | Prismatic | T1 | 52.92% | 6.78% | 958 |
Grants 60 ability haste . View augment details | Gold | T1 | 52.53% | 5.59% | 790 |
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 | 52.45% | 8.82% | 1,247 |
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 | 51.87% | 9.84% | 1,390 |
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 | T1 | 51.84% | 5.96% | 843 |
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 | T1 | 51.80% | 5.71% | 807 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T1 | 51.52% | 6.04% | 854 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T1 | 50.65% | 6.01% | 849 |
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 | 50.40% | 7.09% | 1,002 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death. View augment details | Gold | T1 | 49.59% | 15.55% | 2,198 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T1 | 49.40% | 7.12% | 1,006 |
Grants 20 – 80 (based on level) ability power . View augment details | Silver | T1 | 49.38% | 9.74% | 1,377 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T1 | 49.38% | 8.55% | 1,209 |
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 | 49.31% | 7.22% | 1,020 |
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 | 48.61% | 5.84% | 825 |
【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 | T1 | 48.60% | 4.79% | 677 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 48.16% | 16.73% | 2,365 |
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 | 47.97% | 7.66% | 1,082 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T1 | 47.81% | 7.58% | 1,071 |
Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%. View augment details | Gold | T1 | 47.43% | 8.00% | 1,130 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 47.35% | 5.08% | 718 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T1 | 45.90% | 6.04% | 854 |
Grants 20% heal and shield power . View augment details | Silver | T1 | 45.27% | 7.03% | 994 |
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 | T1 | 45.01% | 13.39% | 1,893 |
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 | T2 | 59.30% | 3.42% | 484 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 57.25% | 3.86% | 545 |
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 | 55.96% | 2.55% | 361 |
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 | T2 | 55.46% | 3.37% | 476 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 55.06% | 1.89% | 267 |
Gain 15% omnivamp . View augment details | Silver | T2 | 54.99% | 3.90% | 551 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T2 | 54.83% | 2.71% | 383 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 54.60% | 4.54% | 641 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 53.25% | 2.29% | 323 |
Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1. 5 % for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction. View augment details | Silver | T2 | 53.07% | 2.65% | 375 |
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 | T2 | 52.96% | 4.18% | 591 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T2 | 52.85% | 2.24% | 316 |
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 | T2 | 50.31% | 3.47% | 491 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 49.65% | 3.02% | 427 |
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 | T2 | 49.62% | 1.85% | 262 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T2 | 49.27% | 3.88% | 548 |
Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn. View augment details | Gold | T2 | 47.81% | 2.43% | 343 |
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 | 47.50% | 1.98% | 280 |
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 | 46.99% | 1.88% | 266 |
Gain the Arcane Comet and Summon Aery keystone runes. View augment details | Gold | T2 | 45.87% | 2.14% | 303 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T2 | 45.45% | 4.13% | 583 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T2 | 44.07% | 2.75% | 388 |
Your heals and shields cause you to fire a missile to the nearest enemy unit within 650 units over 0. 32 seconds, applying a Burn upon arrival that deals magic damage equal to 0. 2 % of the target's maximum health every second over 5 seconds, for a total of 1% (1. 5 -second cooldown). The Burn's per-tick damage increases to up to 0. 8 % of the target's maximum health based on the relative value of the triggering heal or shield against the maximum health of the ally recipient, for a total maximum damage of 4% of the target's maximum health . View augment details | Gold | T2 | 41.52% | 2.88% | 407 |
Surrounds you in flames, causing you to apply a Burn every second to enemy champions within 500 units for 3 seconds that deals magic damage equal to [ 0. 6 6 % of your maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Prismatic | T2 | 39.13% | 2.12% | 299 |
Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot. View augment details | Prismatic | T3 | 59.06% | 1.21% | 171 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 55.61% | 1.51% | 214 |
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 | 55.56% | 0.96% | 135 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 55.43% | 1.30% | 184 |
Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds. View augment details | Prismatic | T3 | 54.14% | 1.11% | 157 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T3 | 54.09% | 1.56% | 220 |
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 | T3 | 52.65% | 1.60% | 226 |
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 | T3 | 52.46% | 1.73% | 244 |
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 | T3 | 52.38% | 1.04% | 147 |
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 | 52.14% | 1.66% | 234 |
You summon a Poro alongside yourself every 3. 5 seconds, up to 5 at a time. Damaging an enemy champion with a basic attack or ability, excluding those which apply damage over time , commands all of your Poros to launch themselves at the target, each dealing true damage equal to 3% of the target's maximum health . If triggered while at the maximum number of summoned Poros , the first Poro to hit the target also knocks them up for 0. 5 seconds. This augment is only offered to up to 1 player on each team for a given game. View augment details | Gold | T3 | 51.48% | 1.20% | 169 |
Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste. View augment details | Prismatic | T3 | 51.20% | 1.17% | 166 |
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 | 51.05% | 1.01% | 143 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T3 | 50.98% | 1.08% | 153 |
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 | T3 | 50.84% | 1.68% | 238 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 50.55% | 1.29% | 182 |
Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death). View augment details | Gold | T3 | 50.00% | 1.34% | 190 |
Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance . View augment details | Silver | T3 | 50.00% | 0.95% | 134 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T3 | 48.87% | 0.94% | 133 |
Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you. View augment details | Gold | T3 | 48.82% | 1.80% | 254 |
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 | T3 | 48.76% | 1.71% | 242 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T3 | 48.41% | 1.11% | 157 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T3 | 48.40% | 1.55% | 219 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T3 | 48.28% | 1.44% | 203 |
Gain 25% (+ 35% per 100 bonus armor) (+ 35% per 100 bonus magic resistance) heal and shield power . View augment details | Prismatic | T3 | 48.04% | 1.44% | 204 |
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 | 47.67% | 1.37% | 193 |
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 | 46.90% | 1.03% | 145 |
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 | T3 | 46.88% | 1.13% | 160 |
Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ). View augment details | Silver | T3 | 46.34% | 0.87% | 123 |
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 | 46.06% | 1.17% | 165 |
Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Gold | T3 | 45.25% | 1.27% | 179 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T3 | 44.96% | 1.68% | 238 |
Your slowing effects reduce the movement speed of targets by an additional 75 . View augment details | Silver | T3 | 44.25% | 1.60% | 226 |
Your or allies' heals and shields on yourself, or your heals and shields on allies, grant the target 30 – 60 (based on level) bonus armor and bonus magic resistance for 3 seconds. View augment details | Prismatic | T3 | 43.56% | 1.15% | 163 |
Grants 50% critical strike chance . View augment details | Gold | T3 | 42.93% | 1.30% | 184 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T3 | 42.86% | 1.14% | 161 |
Grants the Mountain Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 42.42% | 1.40% | 198 |
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 | 40.82% | 1.04% | 147 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 40.44% | 1.29% | 183 |
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 | 58.33% | 0.51% | 72 |
Your champion abilities deal 35% increased damage and you gain 70 ability haste and 35% increased healing and shielding from all sources, but your ultimate ability is permanently sealed . View augment details | Prismatic | T4 | 54.92% | 0.86% | 122 |
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 | 54.55% | 0.54% | 77 |
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 | 54.24% | 0.83% | 118 |
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 | 53.52% | 0.50% | 71 |
Quest: Score 18 champion takedowns . Reward: Upon completing your Quest , you receive The Golden Spatula . If your inventory is full at the time of quest completion, the item will be granted as soon as a slot in the inventory is available. View augment details | Prismatic | T4 | 52.31% | 0.46% | 65 |
Deal 1% increased damage per 10 movement speed you have more than the target. View augment details | Silver | T4 | 52.00% | 0.53% | 75 |
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 | 50.00% | 0.52% | 74 |
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 | T4 | 49.40% | 0.59% | 83 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 48.48% | 0.47% | 66 |
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 | 46.43% | 0.40% | 56 |
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 | 46.30% | 0.38% | 54 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T4 | 46.28% | 0.86% | 121 |
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 | T4 | 44.90% | 0.69% | 98 |
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 | 44.09% | 0.66% | 93 |
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 | 44.00% | 0.53% | 75 |
You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal pre-mitigation. View augment details | Prismatic | T4 | 43.86% | 0.40% | 57 |
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 | T4 | 42.31% | 0.55% | 78 |
Replace a summoner spell with Laser Heal . Laser Heal: Channel for up to 2. 5 seconds to project an energy beam in the target direction, during which you can steer the beam in the direction of the cursor. The beam heals you and allies within for 200 – 550 (based on level) (+ 70% AP) (+ 50% bonus health) and deals 100 – 350 (based on level) (+ 50% AP) magic damage to enemies within, both over the duration. Enemies hit are also slowed by 20%. Laser Heal can be recast during the channel to end it early. Healing granted by the laser counts as self-healing. View augment details | Prismatic | T4 | 41.67% | 0.51% | 72 |
Damaging enemies with your ultimate ability polymorphs them into harmless critters for 2 seconds, during which their base movement speed is reduced by 60 , and disarms them for the same duration (15 second cooldown per target). View augment details | Prismatic | T4 | 41.56% | 0.54% | 77 |
Gain 40 – 100 (based on level) adaptive force for 3 seconds upon gaining a shield (5 second cooldown). View augment details | Silver | T4 | 37.72% | 0.81% | 114 |
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 | 36.56% | 0.66% | 93 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T4 | 35.71% | 0.59% | 84 |
Vladimir Skill Combos
Extracted from the skill order guide
E-focused AoE augments: consider R > E > Q > W after early Q investment.
Defensive or anti-burst augments: rare R > Q > W > E adjustment.
Vladimir’s standard Mayhem order should be Q first, E second, W third, then max Q, then E, with W last.
Vladimir Team Comp Highlights
Partner patterns extracted from the team comp guide
Premium Lockdown For Vladimir’s Full-area Follow-up. Synergy Mechanism: Amumu Gives Vladimir The Thing He Most Wants: A Clear Signal To Commit. When Amumu Catches Multiple Enemies, Vladimir Can Move In While They Are Controlled Instead Of Guessing Through Poke, Slows, And Disengage. This Lets Vladimir Save His Untargetable Safety For The Enemy Answer, Not For The Entry. Combo: Let Amumu Start From Fog, Brush, Or After The Enemy Burns Mobility. Vladimir Follows Immediately With His Mark And Charged Area Damage, Then Pools Or Backs Out After The First Counter-burst Lands. If Snowball Is Available, Vladimir Can Hold It Until Amumu Confirms Contact Rather Than Throwing It Early And Getting Spaced. Best Scenario: Enemy Carries Stand Behind A Short Frontline And Rely On One Peel Spell To Stop Divers. Amumu Forces That Peel Early, Vladimir Enters Through The Same Pocket, And The Enemy Backline Has To Either Flash Away From The Tank Or Eat Vladimir’s Damage While Grouped. Enemy Answer: Smart Teams Spread Before Amumu Reaches Them, Poke Him Down Before He Can Start, Or Save Displacement For Vladimir Instead Of Wasting It On The Tank. They May Also Kite Backward So Vladimir Arrives Late And Only Hits The Frontline. Failure Risk And Recovery: If Amumu Engages Alone From Too Far Away, Vladimir Cannot Follow Without Burning Everything And Dying After Pool. Recover By Slowing The Tempo: Clear The Wave, Let Amumu Soak Vision Pressure, And Wait For A Narrower Lane State Where Vladimir Can Walk Up With Health Advantage Instead Of Forcing A Long Chase. Orianna
Primary engage or dependable counter-engage: Vladimir can start some fights, but he is far better when a tank or controller forces the enemy to stand still first. If he must be the only initiator, he often spends pool too early and loses his exit.
Ball Delivery, Shields, And Layered Zone Control.
Orianna improves Vladimir’s entry and punishes enemies who clump to hit him after he goes in. Her shielding and ball placement give Vladimir a safer path through the front line, while her area control stacks naturally with his own teamfight damage.
Sustain, Follow-up Control, And Teamwide Fight Extension.
Vladimir loves extended fights, and Seraphine helps the whole team survive long enough for that second wave of damage. Her range also keeps the lane playable when Vladimir is not ready to step forward, which matters because he can be punished hard if he is forced to farm under constant poke.
Forced Terrain Fights And Reliable Dive Access.
Jarvan creates a fight location. Vladimir is much stronger when the enemy cannot freely kite backward, and Jarvan’s engage can trap or pin key targets long enough for Vladimir to arrive with damage already prepared. The frontline commitment also pulls attention away from Vladimir’s approach.
Speed, Protection, And Anti-burst For Deep Entries.
Lulu turns Vladimir from a slow-moving damage threat into a much harder champion to punish. Speed helps him reach the correct target without spending pool early, and protection lets him survive the enemy’s first reaction after he commits. This is valuable when the enemy has point-and-click pressure, assassins, or heavy frontloaded damage.
Vladimir ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Fight Identity | Vladimir is a scaling AP battlemage who survives poke, stacks gold, and waits for item spikes before committing to teamfights. | He becomes a tempo skirmisher with huge punish potential who tracks key enemy cooldowns and forces engages rather than waiting. | Stop waiting for full build; contest space earlier when augments and empowered trades are online. |
| Q Usage | Vladimir often uses Q primarily to stabilize, healing back small poke damage and playing safely around the wave. | Use empowered Q to actively claim space and threaten enemies who step forward, moving with your team to pressure the lane. | Shift from reactive healing to proactive spacing control and lane pressure. |
| Pool Timing | Wasting Pool early invites punishment, but the consequences are generally manageable with proper spacing and patience. | Mistiming Pool is much worse because fights snowball faster; save it specifically to dodge lockdown or burst that would kill you. | Never use Pool for damage; it is your only answer to retaliation and fatal crowd control. |
| Ultimate Usage | Vladimir often waits for the perfect multi-target ultimate to maximize teamfight impact and healing payoff. | Do not hold Hemoplague forever; a strong three-target cast on carries or divers can decide the fight before it is too late. | Prioritize timely casts on priority targets over waiting for perfect five-man hits. |
| Tempo and Resets | He can afford slower pacing, clearing waves and healing between major engages with room to reset mentally. | Expect back-to-back fights; after winning a skirmish, zone the next wave and punish enemies respawning without cooldowns. | Stay forward after won fights to maintain pressure instead of retreating unnecessarily. |
| Snowball Decisions | Snowball often acts like a backup Flash, tagging a carry and waiting for the right moment to engage. | A connected mark is only an option; check if your team can follow and if Pool is available before committing to the dive. | Use Snowball to change spacing and angles, not just to dive enemy carries blindly. |
Champion Analysis
Role / Current performance
Vladimir the Crimson Reaper stands as one of the most sustain-heavy mage champions in ARAM: Mayhem, earning a reputation as an "immortal" champion capable of sustained damage output and remarkable recovery through exceptional vampiric abilities. His core identity revolves around exceptional endurance in extended teamfights, where he can continuously heal while dealing consistent magic damage to enemies. Vladimir's primary role in ARAM is that of a vampiric mage and sustained damage dealer. His Q, Transfusion, serves as his foundational ability, dealing magic damage while simultaneously healing him. This ability becomes more effective when Vladimir is at lower health, creating strategic opportunities to maximize healing by taking some damage before casting. His W, Sanguine Pool, transforms him into an untargetable blood pool, representing one of the strongest self-peel abilities available in the ARAM format. This ability allows Vladimir to completely negate burst damage from critical enemy abilities, though it carries a long cooldown that demands careful timing. His E, Tides of Blood, provides AoE damage and movement speed, while his ultimate, Hemoplague, amplifies all damage that enemies in the area receive from his team. Strategic positioning and ability timing define successful Vladimir play. His W should be reserved for crucial moments to dodge critical enemy abilities such as Xerath or Lux ultimates, as wasting it on minor threats leaves him vulnerable during its substantial cooldown. His ultimate should be cast to cover as many enemies as possible, followed immediately by Q and E to maximize damage output through the amplification effect. Continuous Q usage throughout combat maintains both pressure and sustain. Vladimir's strengths include exceptional vampiric sustain, an untargetable W, strong R damage amplification, and incredible endurance in prolonged engagements. However, he suffers from a weak early game, long W cooldown, no mobility options, and an E that requires close range to be effective. Against heavy crowd control compositions, his W can be interrupted before activation, leaving him exposed to burst damage. These weaknesses require Vladimir players to exercise patience in the early stages of fights and maintain awareness of enemy crowd control availability before committing to aggressive positioning.
Core Tips
Long-form tips / Play pattern
Vladimir the Crimson Reaper performs best as a pressure sponge rather than a front-line starter in ARAM: Mayhem. The narrow lane makes slow, obvious walking engages ineffective, so optimal play involves holding space near the front line, threatening empowered trades, and forcing enemies to waste damage into the untargetable window before the team commits. Walking in first with no enemy cooldowns spent usually results in losing too much health before damage matters. Engage timing centers on waiting for enemies to throw key crowd control. When hooks, long stuns, or displacements are down, Vladimir steps forward and charges area damage while moving with the team. Snowball works best as a follow-up tool rather than a blind opener, tagging a target when the team is ready to collapse. Starting fights from the side of the minion wave creates better angles to threaten the backline while remaining close enough to retreat. Counter-engage is where Vladimir excels. When assassins or bruisers jump past the wave, the optimal response is letting them spend their first burst or mobility, then using the untargetable window to deny their second action while the team turns. Damage should target the clump rather than chasing single low-health champions, as AoE pressure forces enemies to disengage or die together. Pool must be saved for the real punish window, avoiding use on poke to remain ready for hard crowd control, burst, or lethal follow-up. Narrow-lane spacing requires respecting straight-line skillshots by shifting left and right between casts. The wave serves as a shield, but standing too far back loses pressure. Vladimir needs to threaten trades by punishing melee champions who last-hit or carries who step forward, then falling back before the full team can answer. Stacking directly on carries invites area crowd control to hit both targets, so holding a parallel angle enables peeling or counter-diving without giving the enemy one perfect target cluster. Target priority favors hitting grouped carries when reachable without tunneling past safer damage. Vladimir's value often comes from damaging several champions at once. Against heavy tanks, play for repeated health swings and wave control rather than blowing every tool on a durable champion at full health. Against assassins, punish their exit by placing yourself between them and safety after they spend mobility. Push and pull rhythm matters for survival. Push after winning a trade when the team can use the space, and let the wave come when enemy poke is stronger. When behind, stop taking front-to-back fights on enemy terms, hug safer angles, wait for dives, and turn on champions who enter range first. Value survival over style, as a living Vladimir keeps waveclear, counter-engage, and late-fight threat on the map. The clean pattern is simple: absorb pressure without wasting Pool, punish clumps with AoE, use Snowball only when the landing is supported, and turn enemy engages into bad trades.
Read full guidePlaystyle Guide
Playstyle / Team structure
Vladimir in Mayhem operates on a deliberate game plan centered on timing, health management, and clean entry angles. He is neither a front-to-back poke mage in the early lane nor a true tank later. The optimal approach plays the first levels like a greedy short-range mage, then transitions into a champion who punishes stacked enemies after they have spent key crowd control. The best fights usually start after the team has softened the wave or baited engage tools, not when Vladimir is the first body walking into five people. During early levels one through six, Vladimir should survive the lane and trade only when return damage is controlled. Position just behind the main wave clearer or beside the ranged carry, not in front, maintaining enough space to step up for short trades before falling back. Use minions and allied bodies as cover against long-range poke rather than drifting alone toward side walls. Take short trades when enemies step up for minions or waste poke spells on the wave, then back out before they can stack multiple spells. Do not chase low-health targets through the lane early, as Vladimir loses hard if he gives enemies a clean crowd-control chain. Treat Snowball mostly as a threat rather than a panic button, throwing it at enemies who have used their main stop tool or at targets near teammates for valuable follow-up. Early augments should support staying power, safer casting, or reliable fight access. When ahead, hold the center brush area and threaten short all-ins without diving alone. When behind, stop contesting every minion, let the wave come in, farm safely, and save defensive tools for actual engage. Mid levels seven through eleven focus on layered fights rather than random solo dives. Play on the edge of vision and slightly off-center from the backline, close enough to follow the tank or Snowball target but angled so enemies must choose between hitting Vladimir or teammates. Trades should now set up all-ins by chipping the nearest safe target, backing out, then re-entering when enemies clump around damaged allies. Vladimir excels in messy fights where people bunch together and struggles in clean fights where enemies save crowd control for his first step forward. Use Snowball to bypass frontline only when the landing point is survivable, connecting to squishy targets after peel is down or frontline targets near priority carries. Mid game augment identity should shape fights, with durability augments supporting longer brawls, burst augments requiring patience until fights start, and mobility augments enabling wider angles against separated enemies. Late levels twelve and beyond require patience before taking over clumped fights. Vladimir should threaten from the second line or a side angle, never from a straight line into five enemies. Stand close enough for team collapse but far enough that enemies cannot hit both Vladimir and carries with the same engage. Stop taking meaningless poke trades if death would lose the next push, as late fights are decided by one committed entry. Late Snowball becomes a fight-winning tool or throw button, used after enemies step too far forward, key peel spells miss, or the team is already engaging. Late augment use should be planned before fights start, with entry timing dependent on whether augments provide durability, burst, or mobility. Push hard after won fights when defenders must stand close together under pressure. When ahead, make enemies choose between giving up the wave and fighting in cramped lanes, holding major commits until they turn on the frontline or clump to clear.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Vladimir the Crimson Reaper excels when players understand how to shift their playstyle based on whether the game state favors them. When ahead, the key transformation is moving from a poke mage mindset to a timed engage threat. Players should hold empowered Q as a zoning tool, walking at enemy carries to force retreats without spending resources. Hemoplague becomes an initiation tool when enemies cannot disengage, ideally catching two or more clumped targets or a carry who has stepped past their tank. The ultimate forces enemies to split, creating easier targets for teammates. Positioning matters more than aggression when ahead. Vladimir should enter with his frontline or Snowball holder rather than diving alone. Sanguine Pool must be saved for after the enemy commits real crowd control, not used out of excitement to dive. Pooling too early removes Vladimir's best recovery tool and opens a punish window where enemies can chain slows, knockups, silences, or burst before his healing cycle stabilizes. Snowball should bypass poke to reach priority targets with pool still available, but players should not take marks that lead into five enemies while teammates are behind. When behind, survival and wave management take priority over highlight plays. Vladimir must farm health before damage, using Q on safe targets rather than walking through poke for perfect champion hits. Low health invites enemies to force pool with minor spells, then dive when it ends. Sanguine Pool should be held for the spell that would actually kill, not wasted on chip damage. Hemoplague works defensively when enemies overcommit, tagging frontline targets for amplified focus damage rather than attempting desperate backline dives. Behind players should let enemies overpush into the narrow lane, punishing carries who walk into range after their tank has engaged. Short trading loops replace all-ins: Q, step back, wait, then re-enter during safer windows. Charging Tides of Blood on cooldown makes movement predictable and creates easy punish timings. Snowball becomes a counter-engage tool rather than an opener, used when enemy carries are already slowed, displaced, or separated, and only when allies can follow up. Anti-heal and burst stacking require adaptation when ahead, as enemies will bait pool by holding spells and backing away from empowered Q. When behind, players must track champions with burst, silence, suppression, knockups, or layered crowd control, waiting for them to use abilities before entering. After winning defensive fights, the guaranteed reset matters more than chasing comeback kills. Vladimir's recovery comes from staying alive through repeated fights, not donating shutdowns to fresh respawns. Structure pressure requires patience: Vladimir can tank some turret damage with healing and pool but is not a permanent turret sponge.
Read full guideChampion Background
Lore / Identity / Text block
Vladimir the Crimson Reaper is a drain mage whose identity in ARAM: Mayhem centers on sustained combat, healing through damage, and surviving long enough to let his area effects and ultimate decide fights. His passive, Crimson Pact, converts offensive stats and health into each other, naturally making him harder to kill while building damage. This durability allows Vladimir to stand closer than most mages, but it is not permission to face-tank every engage. The passive rewards builds and augments that let him keep entering the edge of combat, and its value emerges in every trade where he can cast, heal, and reposition instead of being forced out before the fight begins. Q, Transfusion, is Vladimir's core single-target spell and his stabilizer in Mayhem. It damages a target and heals him, with a stronger empowered cast after he cycles the ability. This spell determines whether Vladimir is sustaining through the lane or bleeding out before the next fight. The main challenge is spacing rather than aiming, as Q requires a valid target in range. Empowered Q serves as a threat signal that enemies should respect, and Vladimir should look for a short aggressive step if they do not back up. W, Sanguine Pool, is Vladimir's most important defensive button. It makes him untargetable while damaging and slowing enemies in the area, allowing him to survive burst, dives, and lethal crowd control setups. In Mayhem, W is not just an escape but a tool to dodge the spell that would stop his combo, cross dangerous chokes, or buy time for Q to come back. A well-timed pool can slow multiple enemies long enough for teammates to punish their chase. Good Vladimir players hold W until the enemy shows the actual punish spell, as using it too early invites enemies to wait above him and kill him when he rises. E, Tides of Blood, provides Vladimir's area damage and wave pressure. He charges it and releases blood around himself, making it the main reason enemies cannot clump around a marked target. In Mayhem's tight spaces, E gains value when enemies stand behind minions, group near health relics, or collapse on the frontline. It rewards proximity and timing rather than long-range aim, and Vladimir must manage his path carefully to avoid being forced into W before the damage matters. R, Hemoplague, is Vladimir's fight-winning button. It marks an area of enemies, amplifying his follow-up threat and later dealing damage while healing him based on affected champions. The key is landing it on targets who must keep fighting rather than those who can simply walk out and wait. R is strongest when enemies are already committed, grouped after using mobility, or trapped by allied crowd control. Vladimir does not need to instantly delete everyone; he needs to survive until the marked enemies break. A wasted R turns him from a fight closer into a short-range sustain mage, leaving his team vulnerable for the next engagement.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Vladimir the Crimson Reaper rewards patience more than panic in ARAM: Mayhem, where fights explode quickly and every mistake demands a recovery plan rather than regret. The most critical mechanical errors stem from misusing Sanguine Pool, which should serve as a defensive tool to dodge key punishment after committing rather than an engage option that leaves Vladimir vulnerable the moment he emerges. Charging E while stationary in the front line makes him an easy target for poke, crowd control, and burst before his damage lands, while releasing E into nothing wastes health and tempo for no pressure. Wasting empowered Q on minions instead of champion trades surrenders his strongest short-trade and healing threat, inviting enemies to punish during his weak cycle. Holding Hemoplague until the fight is already decided wastes the damage amplification on grouped targets, and flashing or Snowballing in without empowered Q, charged E, or R ready leaves him with no meaningful burst pattern. Decision mistakes often come from playing Vladimir as a pure tank rather than a drain mage with conditional durability and burst windows. He should hover near the front when empowered Q and Pool are available, then step back during weak cycles. Starting fights before allies can follow Hemoplague damage allows enemies to survive the delay and collapse after Pool ends. Ignoring enemy anti-heal, shields, and burst patterns leads to failed trades where sustain is reduced or outpaced, forcing Pool into a panic button. Chasing low-health targets past the enemy frontline risks exhaust effects, crowd control, and full enemy collapse since Vladimir remains punishable after Pool ends. Taking every Snowball hit just because it connects can throw him into five ready enemies with no allied follow-up, while fighting before the wave is positioned removes minion cover and easy Q targets for sustain. Treating one successful fight as permission to perma-dive invites enemy adaptation, as opponents hold crowd control for Pool exits and spread out for Hemoplague. After mistakes occur, Vladimir should release spells early, retreat toward allies, heal from safe targets, and reset until his cooldowns align rather than chasing to salvage bad engagements.
Read full guideFAQ
Vladimir
Is Vladimir a safe pick in ARAM: Mayhem? Yes, Vladimir is safer than most short-range damage champions because he can heal through poke and briefly dodge key punishment with his pool. Pick him when your team can survive the first waves without needing instant engage from you. The tradeoff is that he often needs items and patience before he becomes a real fight-ending threat. What is Vladimir’s main job in teamfights? Your job is to reach the enemy backline, force cooldowns, and turn extended fights with healing and area damage. If the enemy carries are standing behind tanks, wait for a crowd control spell, Snowball hit, or ally engage before committing. Going first with no backup usually burns your escape and leaves you stranded. Should Vladimir play front-to-back or dive? Play front-to-back when the enemy has heavy crowd control or multiple champions that can punish your exit. Dive when their carries step too close, use defensive spells, or clump around a low-health ally. The tradeoff is simple: front-to-back is slower but safer, while diving can win the fight instantly or lose your pool for nothing.
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