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Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,900
- Price
- 800
+300 Health +50 Armor +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit and creates a frost field for 2s that Slows.
- 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
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
- 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.
Situational itemstop 12
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
53.31%- 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%.
53.62%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
53.83%- 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.
50.16%- Total Price
- 2,900
- Price
- 800
+300 Health +50 Armor +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit and creates a frost field for 2s that Slows.
53.43%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
52.53%- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
52.29%- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
53.16%- 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).
49.51%- Total Price
- 2,800
- Price
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
51.22%- Total Price
- 2,400
- Price
- 300
+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.
55.20%- Total Price
- 2,900
- Price
- 800
+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.
50.81%Starting items
- Total Price
- 900
- Price
- 500
+350 Health
55.06%- Total Price
- 400
- Price
- 400
+150 Health
55.06%- Total Price
- 900
- Price
- 500
+350 Health
52.98%- Total Price
- 400
- Price
- 400
+150 Health
52.98%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
52.98%- Total Price
- 250
- Price
- 250
+5 Ability Haste
51.19%Core items
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,000
- Price
- 500
+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,000
- Price
- 500
+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.
- Total Price
- 3,000
- Price
- 500
+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
Situational itemstop 12
- Total Price
- 3,000
- Price
- 500
+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.
48.24%- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
51.81%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
44.35%- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
42.61%- Total Price
- 2,950
- Price
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
44.59%- Total Price
- 2,900
- Price
- 1,100
+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.
45.35%- Total Price
- 2,850
- Price
- 313
+55 Attack Damage 18 Lethality +10 Ability Haste Cleave Attacks deal physical damage to nearby enemies. Heretical Cleave Deal physical damage around you.
42.58%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
49.93%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
44.17%- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
47.17%- Total Price
- 2,500
- Price
- 625
+55 Attack Damage 15 Lethality Shield Reaver Damaging an enemy champion reduces Shields they gain by % for 3 seconds. If they were not already affected by Shield Reaver, reduce Shields on them by %.
43.81%- Total Price
- 2,700
- Price
- 475
+55 Attack Damage 18 LethalityPreparationAfter being out of combat with Champions for 8 seconds gain Lethality. This Lethality lasts for 3 seconds after dealing damage to champions.ExtractionWhen a champion that you damaged within 3 seconds dies, gain 200 decaying Move Speed for 1.5 seconds.
41.22%Starting items
- Total Price
- 350
- Price
- 350
+10 Attack Damage
48.11%- Total Price
- 400
- Price
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
48.11%- Total Price
- 350
- Price
- 350
+10 Attack Damage
46.52%- Total Price
- 1,050
- Price
- 100
+20 Attack Damage +10 Ability Haste
46.52%- Total Price
- 250
- Price
- 250
+5 Ability Haste
50.34%Core items
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,900
- Price
- 800
+300 Health +50 Armor +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit and creates a frost field for 2s that Slows.
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
- Total Price
- 2,900
- Price
- 800
+300 Health +50 Armor +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit and creates a frost field for 2s that Slows.
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,700
- Price
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
Situational itemstop 12
Starting items
- Total Price
- 250
- Price
- 250
+5 Ability Haste
55.33%- Total Price
- 900
- Price
- 500
+350 Health
55.34%- Total Price
- 400
- Price
- 400
+150 Health
55.34%- Total Price
- 900
- Price
- 500
+350 Health
50.31%- Total Price
- 400
- Price
- 400
+150 Health
50.31%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
50.31%Core items
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,900
- Price
- 800
+300 Health +50 Armor +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit and creates a frost field for 2s that Slows.
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
- Total Price
- 3,100
- Price
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
Situational itemstop 12
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
53.92%- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
53.19%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
54.82%- 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%.
53.03%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
52.65%- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
55.14%- Total Price
- 3,100
- Price
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
54.20%- Total Price
- 2,900
- Price
- 800
+300 Health +50 Armor +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit and creates a frost field for 2s that Slows.
58.03%- Total Price
- 2,450
- Price
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
53.02%- 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%.
51.16%- Total Price
- 3,000
- Price
- 500
+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.
49.34%Starting items
- Total Price
- 250
- Price
- 250
+5 Ability Haste
55.03%- Total Price
- 350
- Price
- 350
+10 Attack Damage
51.70%- Total Price
- 400
- Price
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
51.70%- Total Price
- 900
- Price
- 500
+350 Health
51.25%- Total Price
- 400
- Price
- 400
+150 Health
51.25%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T1 | 56.60% | 4.30% | 265 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 53.02% | 7.53% | 464 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T1 | 52.12% | 8.44% | 520 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T1 | 50.69% | 4.71% | 290 |
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 | 48.75% | 12.96% | 798 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T1 | 48.73% | 11.46% | 706 |
Gain the Fleet Footwork and Grasp of the Undying keystone runes. View augment details | Gold | T1 | 48.53% | 7.16% | 441 |
Your pets deal 40% increased damage as well as gain 40% bonus health and size. View augment details | Gold | T1 | 48.41% | 7.65% | 471 |
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 | 48.26% | 4.68% | 288 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T1 | 47.92% | 8.20% | 505 |
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 | T1 | 47.78% | 4.76% | 293 |
Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields . View augment details | Prismatic | T1 | 47.42% | 7.57% | 466 |
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 | 47.09% | 5.59% | 344 |
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 | 46.77% | 10.07% | 620 |
Grants 20 bonus attack damage , 10 ability haste , and 5 lethality . View augment details | Silver | T1 | 46.13% | 4.82% | 297 |
Gain 15% omnivamp . View augment details | Silver | T1 | 46.11% | 8.35% | 514 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 45.48% | 6.28% | 387 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T1 | 45.44% | 9.25% | 570 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T1 | 45.03% | 5.88% | 362 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T1 | 44.88% | 6.66% | 410 |
Upgrades Hubris , empowering Eminence to heal you for 2. 5 % (+ 0. 5 % per stack) maximum health upon being triggered and grant you 10 (+ 5 per stack) bonus movement speed for its duration. Additionally, gain 250 . View augment details | Gold | T1 | 44.51% | 7.99% | 492 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 44.20% | 8.26% | 509 |
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 | 43.93% | 4.95% | 305 |
Gain ( 75 / 50) bonus attack range. View augment details | Silver | T1 | 43.39% | 4.79% | 295 |
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 | T1 | 41.37% | 4.98% | 307 |
Gain ( 250 / 150) bonus attack range. View augment details | Prismatic | T2 | 55.38% | 3.17% | 195 |
Grants 60% bonus attack speed . View augment details | Silver | T2 | 52.70% | 2.40% | 148 |
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 | 51.25% | 2.60% | 160 |
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 | 50.72% | 2.24% | 138 |
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 | T2 | 50.58% | 2.79% | 172 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T2 | 50.36% | 2.22% | 137 |
Basic attacks on-hit deal ( 20 – 40 / 10 – 20) (based on level) (+ ( 25% / 20%) bonus armor) bonus true damage . Additionally, gain 50% bonus attack speed . View augment details | Prismatic | T2 | 50.27% | 3.04% | 187 |
Upgrades Bramble Vest and Thornmail , empowering Thorns to generate a protective shell around you. The shell is broken by the next enemy champion to use a basic attack on-hit against you, which causes them to take 50 – 250 (based on level) (+ 30% armor) (+ 30% magic resistance) (+ 12% maximum health) magic damage . Shell regenerates after 20 – 5 (based on level) seconds of being out-of-combat with enemy champions. View augment details | Silver | T2 | 49.70% | 2.74% | 169 |
Basic attacks on-hit reduce the target's damage dealt by 15% for 3 seconds, refreshing with each hit. Their size is also reduced significantly for the duration. View augment details | Gold | T2 | 47.90% | 2.71% | 167 |
Gain Bami's Cinder . You can now purchase Hollow Radiance and Sunfire Aegis in spite of the item limit imposed by Immolate . Quest: Obtain Hollow Radiance and Sunfire Aegis . Reward: Upon completing your Quest , convert the items you obtained for the quest into Void Immolation . Void Immolation counts as 2 Burn effect sources. View augment details | Prismatic | T2 | 47.37% | 3.39% | 209 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 47.31% | 2.71% | 167 |
Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed . View augment details | Prismatic | T2 | 47.28% | 2.99% | 184 |
Grants 60 ability haste . View augment details | Gold | T2 | 47.27% | 2.68% | 165 |
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 | 47.13% | 2.55% | 157 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 46.72% | 2.22% | 137 |
Increases attack damage by 20% . View augment details | Silver | T2 | 46.43% | 2.27% | 140 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T2 | 45.91% | 2.58% | 159 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 45.64% | 3.17% | 195 |
Upgrades The Collector , empowering Death to have its execution threshold increased by 0. 5 % each time you kill an enemy champion, capped at a threshold of 12.5% of the target's maximum health , and Taxes to generate a further 25 (total 50 ) from kills. Additionally, gain 250 . View augment details | Silver | T2 | 45.60% | 2.96% | 182 |
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 | 45.50% | 3.25% | 200 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T2 | 45.41% | 3.18% | 196 |
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 | T2 | 45.03% | 3.10% | 191 |
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 | T2 | 45.03% | 3.10% | 191 |
Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Prismatic | T2 | 44.74% | 3.70% | 228 |
Grants the Mountain Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 44.74% | 2.47% | 152 |
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 | T2 | 44.44% | 2.34% | 144 |
Grants 20% heal and shield power . View augment details | Silver | T2 | 44.23% | 2.53% | 156 |
Upgrades Bami's Cinder , Hollow Radiance , Sunfire Aegis , and Void Immolation , empowering Immolate to additionally grant you 12 per tick for each enemy champion afflicted by its effect. Additionally, gain 250 . View augment details | Silver | T2 | 43.86% | 2.78% | 171 |
Your base attack speed is set to a static amount of 0. 625 and your attack rate no longer benefits from any source of attack speed bonuses. In return, you gain 25 bonus attack damage and convert every 1% bonus attack speed into 1 bonus attack damage . View augment details | Gold | T2 | 43.56% | 2.65% | 163 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 43.31% | 4.12% | 254 |
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 | 41.18% | 2.21% | 136 |
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 | 41.10% | 2.37% | 146 |
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 | 40.88% | 2.94% | 181 |
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 | 39.76% | 2.70% | 166 |
Gain the Conqueror and Lethal Tempo keystone runes. View augment details | Prismatic | T2 | 39.71% | 2.21% | 136 |
Automatically cast a modified version of Lissandra's Ring of Frost , creating a cold pulse around you in 450 radius that roots nearby enemies for 1. 25 seconds (6. 5 second cooldown). This modified ability does not deal damage. View augment details | Silver | T2 | 38.30% | 3.05% | 188 |
Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds. View augment details | Prismatic | T2 | 38.24% | 3.31% | 204 |
Convert all of your ability power into bonus attack damage at a rate of 1 bonus attack damage per 1. 66 ability power . Additionally, increase your total attack damage by 15% . View augment details | Silver | T2 | 37.27% | 2.61% | 161 |
Casting your ultimate ability empowers you for 10 seconds, causing you to gain a shield for 50% of your maximum health , 20% omnivamp , and 30% bonus movement speed for the duration (20 second cooldown). View augment details | Prismatic | T3 | 58.49% | 1.72% | 106 |
Upgrades all Spellblade items, empowering the passive effect to deal additional bonus physical damage equal to 4% of the target's maximum health and heal you for 3. 5 % of your maximum health . Additionally, gain 250 . View augment details | Gold | T3 | 54.39% | 1.85% | 114 |
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 | 51.75% | 1.85% | 114 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 50.39% | 2.06% | 127 |
Grants 50% critical strike chance . View augment details | Gold | T3 | 50.00% | 1.85% | 114 |
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 | 50.00% | 1.75% | 108 |
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 | 48.48% | 1.61% | 99 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 47.46% | 1.92% | 118 |
Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot. View augment details | Prismatic | T3 | 46.81% | 1.53% | 94 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T3 | 46.72% | 1.98% | 122 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 45.30% | 1.90% | 117 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T3 | 45.16% | 1.51% | 93 |
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 | 45.10% | 1.66% | 102 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T3 | 44.79% | 1.56% | 96 |
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 | T3 | 44.68% | 1.53% | 94 |
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 | 44.64% | 1.82% | 112 |
Basic attacks launch a Firecracker at a nearby enemy champion that deals 30% AD physical damage and applies on-hit effects. View augment details | Silver | T3 | 43.75% | 1.82% | 112 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T3 | 43.37% | 1.35% | 83 |
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 | 42.28% | 2.00% | 123 |
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 | 42.19% | 2.08% | 128 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T3 | 41.86% | 1.40% | 86 |
Automatically cast an improved version of Camille's Tactical Sweep when an enemy champion is within 650 units of you, winding up over 0. 75 seconds to slash in a 650 radius around you. The slash deals 200 – 350 (based on level) (+ 75% bonus AD) (+ 45% AP) physical damage to enemies within the area (30 second cooldown). Enemies hit by the outer edge of the circle take bonus physical damage equal to 10% (+ 2. 5 % per 100 bonus AD) (+ 1. 6 % per 100 AP) (+ 0. 1 % per 100 bonus health) of their maximum health and are slowed by 80% decaying over 2 seconds. Additionally, you are healed for 80% of the bonus post-mitigation damage against enemy champions hit by the outer edge. View augment details | Prismatic | T3 | 41.57% | 1.45% | 89 |
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 | 41.25% | 1.30% | 80 |
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 | 40.22% | 1.49% | 92 |
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 | 40.20% | 1.66% | 102 |
Increase your bonus attack speed gained from all sources by 20% . While at 1. 75 attack speed or higher, your basic attacks deal 40 bonus magic damage on-hit. View augment details | Gold | T3 | 37.96% | 1.75% | 108 |
Gain 25% (+ 35% per 100 bonus armor) (+ 35% per 100 bonus magic resistance) heal and shield power . View augment details | Prismatic | T3 | 37.36% | 1.48% | 91 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T3 | 36.36% | 2.14% | 132 |
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 | T4 | 61.54% | 1.06% | 65 |
Your basic attacks launch a bolt at the target that fires after a 0. 225 -second delay on-attack , deals 40% of the triggering attack's pre-mitigation damage, and applies on-hit effects at 40% effectiveness. Additionally, increase your total attack speed by 10% . View augment details | Prismatic | T4 | 59.02% | 0.99% | 61 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T4 | 57.38% | 0.99% | 61 |
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 | T4 | 55.36% | 0.91% | 56 |
Replace a summoner spell with Blade Waltz . Blade Waltz: Blink to the target enemy champion. After 0. 25 seconds, you then blink to the nearest other enemy champion every 0. 25 seconds over the next 1. 75 seconds, blinking up to 7 additional times. Each time you blink to a target, deal 30 – 150 (based on level) (+ 10% bonus AD) (+ 6% AP) physical damage to them and apply on-hit effects at 50% effectiveness, up to a total of 240 – 1200 (based on level) (+ 80% bonus AD) (+ 48% AP) . While Blade Waltz is active, you are untargetable and unable to act . This effect will end prematurely if there are no longer any nearby valid targets to blink to. A target can be blinked to more than once if there are no other valid targets in range. View augment details | Prismatic | T4 | 52.94% | 0.83% | 51 |
Your slowing effects reduce the movement speed of targets by an additional 75 . View augment details | Silver | T4 | 52.94% | 0.83% | 51 |
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 | T4 | 52.83% | 0.86% | 53 |
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 | T4 | 50.77% | 1.06% | 65 |
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 | T4 | 50.75% | 1.09% | 67 |
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 | 49.32% | 1.19% | 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 | 49.21% | 1.02% | 63 |
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 | 47.95% | 1.19% | 73 |
Basic attacks generate a stack, up to 2 times. At 2 stacks, your next basic attack consumes all stacks to apply on-hit effects again at 150% effectiveness. View augment details | Gold | T4 | 46.75% | 1.25% | 77 |
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 | 46.15% | 0.84% | 52 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T4 | 45.71% | 1.14% | 70 |
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 | 45.61% | 0.93% | 57 |
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 | 45.10% | 0.83% | 51 |
Your next basic attack in each cardinal direction within 750 range additionally on-attack fires 5 Firecrackers at the target that each deal 8 – 51 (based on level) (+ 14% bonus AD) physical damage , for a total of 40 – 255 (based on level) (+ 70% bonus AD) physical damage (5 second cooldown per direction). Firecrackers' damage is increased by 0% – 50% (based on distance travelled). Each Firecracker can critically strike for (200% + 30% ) damage and applies on-hit effects at 20% effectiveness. View augment details | Prismatic | T4 | 44.59% | 1.20% | 74 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 43.10% | 0.94% | 58 |
Automatically cast a modified version of Rakan's The Quickness , empowering you to break into a captivating sprint for 6 seconds. While empowered, you gain ghosting and 50% bonus movement speed , and enemies you collide with are knocked down and become charmed for 1. 5 seconds (25 second cooldown). A sparkly tiara will descend upon you 2. 5 seconds before the effect activates. View augment details | Prismatic | T4 | 41.51% | 0.86% | 53 |
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 | 40.98% | 0.99% | 61 |
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 | 39.62% | 0.86% | 53 |
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 | T4 | 38.81% | 1.09% | 67 |
Gain the Hail of Blades and Press the Attack keystone runes. View augment details | Prismatic | T4 | 38.46% | 0.84% | 52 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T4 | 38.33% | 0.97% | 60 |
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 | T4 | 35.09% | 0.93% | 57 |
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 | 30.43% | 1.12% | 69 |
Upgrades Infinity Edge , empowering it to gain Sword of the Divine's Excoriate . Additionally, gain 500 and 25% critical strike chance . Excoriate: Gain a random amount of bonus critical strike damage that scales up to 50% of your critical strike chance , with the value of this amount changing every 0. 25 seconds. View augment details | Gold | T4 | 27.78% | 1.17% | 72 |
Yorick Skill Combos
Extracted from the skill order guide
R > E > Q > W (Heavy Poke or CDR Augments)
CDR or Spell Amp Augments: If you gain significant cooldown reduction or ability power scaling from augments, switch to E > Q > W.
Start Q for immediate last-hit power and early Mist Walker generation.
Yorick Counters
Counters and threats extracted from the matchup guide
Counters
5Yorick counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Yorick is countered by these champions in ARAM: Mayhem.
Read counter detailsYorick Team Comp Highlights
Partner patterns extracted from the team comp guide
What Yorick Needs From a Team
Hard Engage or Catch Potential: Yorick’s W is powerful but has a delay and limited range. He needs teammates who can stun or root enemies in place, guaranteeing the cage lands and keeping targets inside for the full duration.
Hard Engage or Catch Potential: Yorick’s W is powerful but has a delay and limited range. He needs teammates who can stun or root enemies in place, guaranteeing the cage lands and keeping targets inside for the full duration. Zone Control and Siege Support: While Yorick creates a pushing wave with ghouls, he needs allies who can poke or threaten enemies hiding under towers. This prevents the enemy from clearing his summons instantly. Peel for the Maiden: The Maiden is a massive source of damage. Teammates who can slow or knock back enemies trying to dive the Maiden will exponentially increase Yorick’s effective DPS. Top Teammate Synergies Orianna – High Synergy
Orianna’s ball provides vision and zone control, and her ultimate creates a perfect setup for Yorick’s W. If Orianna lands a Shockwave, Yorick can drop the cage directly on the clumped enemies, ensuring they cannot escape the Maiden’s attacks.
Miss Fortune – High Synergy
Miss Fortune provides the massive AoE damage that Yorick lacks. Yorick’s cage acts as a containment zone that keeps enemies inside Bullet Time. The ghouls also add to the visual chaos, making it harder for enemies to track the bullet waves.
Leona – Strong Synergy
Leona offers the reliable point-and-click lockdown that Yorick craves. Her Zenith Blade and Solar Flare make landing Yorick’s W almost guaranteed. She also acts as a secondary frontline, drawing aggro away from the Maiden.
Swain – Strong Synergy
Swain and Yorick form a drain-tank duo that becomes nearly unkillable in a sustained Mayhem fight. Yorick’s cage keeps enemies in range of Swain’s Demonic Ascension pull. Both champions want to stand in the middle of the chaos and heal off multiple targets.
Azir – Situational Synergy
Azir’s Emperor’s Divide can shove enemies into Yorick’s cage or keep them trapped inside it. This creates a "kill box" where enemies have no escape route. Azir also provides the poke and tower damage Yorick needs to end games.
Yorick ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Win Condition | You play for the long game, acting as a siege engine that pokes, sustains, and slowly chips down enemies under their tower. | You must act as a dive initiator who creates immediate pressure, forcing fights under the enemy tower before enemy scaling invalidates you. | Shift from patient siege engine to aggressive battering ram or risk becoming irrelevant. |
| Wall Usage | You use W to trap enemies inside the cage, isolating them for your ghouls to attack while they cannot escape. | Trapping high-damage enemies inside is suicide; use W to peel divers off your backline or block skill shots defensively. | Use the cage defensively to peel or block rather than isolating yourself with threats. |
| Snowball Engagement | Snowball is used to close gaps, but Yorick is often easily kited after landing the initial mark. | Snowball is your primary engage tool to bypass frontline and dive backline; you commit fully, absorb cooldowns, and trust the respawn timer. | Use Snowball to dive backline directly and commit fully regardless of survival. |
| Ultimate Priority | You hold your ultimate for a key moment, treating the Maiden as a finisher or a tool for specific fights. | You use the ultimate on cooldown as a pressure tool; the Maiden creates space and will be available again quickly due to reduced timers. | Use the Maiden constantly for pressure rather than saving her for perfect moments. |
| Build Logic | You build for sustain and poke with items like Divine Sunderer into tank items to win the attrition war. | You prioritize burst resistance and movement with items like Sterak's Gage to survive initial burst; Hullbreaker is a trap. | Prioritize burst survival and movement over sustain; adapt to enemy composition. |
Champion Analysis
Role / Current performance
Yorick Shepherd of Souls functions as an oppressive frontline fighter in ARAM: Mayhem, combining powerful undead summoning with exceptional sustained combat capabilities. The mode's dramatically reduced cooldowns allow Yorick to summon his undead army with unprecedented frequency, making him one of the most dominant sustained damage dealers on the Howling Abyss. His core identity revolves around building and maintaining an overwhelming force of Mist Walkers while controlling the battlefield through strategic positioning and zone control. Yorick's passive, Shepherd of Souls, summons Mist Walkers when he kills enemies, meaning frequent combat quickly builds an undead army that pressures opponents continuously. His Q ability, Last Rites, serves as his primary damage and execute tool, dealing damage while summoning additional Mist Walkers on kill. The ability's frequent use in Mayhem maintains extremely high damage output and summoning frequency, allowing Yorick to sustain pressure throughout extended fights. His W ability, Dark Procession, creates a wall of dark mist that blocks movement and splits the battlefield, providing valuable crowd control that can isolate targets or deny escape routes in the narrow ARAM lane. His E ability, Mourning Mist, fires a shadow mark that slows and marks enemies, enabling effective chasing and poking while directing his undead army toward marked targets. Yorick's ultimate, Eulogy of the Isles, summons the Maiden of the Mist, who automatically attacks enemies and amplifies his assault. When combined with his undead army in Mayhem, this creates an overwhelming offensive presence that few champions can withstand in sustained engagements. The Maiden's persistent damage and ability to generate additional Mist Walkers makes Yorick particularly threatening in extended fights where he can maintain his summons. Strategically, Yorick excels at holding the frontline while his undead army deals sustained damage to multiple targets. His ability to control space with Dark Procession makes him valuable for zoning enemies off objectives or trapping overextended opponents. The continuous nature of his summoning in Mayhem means he maintains pressure without the downtime typical of his Summoner's Rift performance. His recommended builds focus on attack damage and health to maximize sustained damage and undead army effectiveness, reinforcing his role as a durable fighter who grows stronger as fights progress. Yorick Shepherd of Souls offers teams a powerful combination of frontline durability, zone control, and sustained damage that scales with combat duration, making him a formidable presence in ARAM: Mayhem's constant fighting environment.
Core Tips
Long-form tips / Play pattern
Yorick Shepherd of Souls functions in Mayhem ARAM as a zone-control juggernaut rather than a burst assassin. The primary engage tool is E, Mourning Mist, and Yorick should never walk up to auto-attack until the mark lands. The increased ability haste in this mode allows frequent Mist casts. After tagging an enemy, send ghouls in to do the heavy lifting while staying at mid-range. Rushing in without the Mist mark causes ghouls to ignore the target and results in getting kited. W, Dark Procession should be saved for follow-up. Once an enemy is marked and slowed by E, place the wall slightly behind their retreat path rather than directly on top of them. This forces enemies to choose between running into the wall or turning to fight inside the ghoul swarm. Snowball serves as a gap-closer but should not start fights from max range against mobile enemies. The ideal sequence is landing E, using Snowball to the marked target, dropping W to trap them, then raising ghouls with Q. When behind, hold Snowball for enemy engage and use it to jump into the backline, forcing squishy damage dealers to deal with Yorick. The single ARAM lane benefits Yorick significantly. Spacing near side brushes forces enemies to cluster center, making E easier to land. Ghouls should tank tower shots and enemy poke while Yorick regenerates health with Q last hits. Against heavy area-of-effect mages, stop pushing at the first bridge tower to avoid getting deleted in narrow chokes. Hold the wave outside tower range, farm ghouls, and look for picks with E. In teamfights, tag the backline with E even if Yorick cannot reach them directly. Ghouls will attack the marked target, creating a ranged threat that forces enemy carries backward. If the enemy frontline engages, switch focus to the nearest isolated target, as Yorick excels at 1v1 dueling. Never chase low-health targets through the enemy team due to mobility weaknesses. Yorick triggers summon-based augments constantly through Q last hits and Maiden summons. Look for augments granting health, resistances, or damage on ability use. Augments that increase healing or grant shields on damage are efficient since ghouls count as separate damage instances. Pre-stack defenses by summoning ghouls before fights rather than during chaos. The push and pull rhythm dictates lane pace. With Maiden and four ghouls, push forward and siege towers while zoning enemies with W threat. Without Maiden or with low ghoul count, pull back and play passively until cooldowns reset. Diving requires Maiden active and full ghoul stacks, sending the Maiden in first to tank tower shots. Never dive enemies with hard crowd control under their tower. When losing and pushed to tower, Yorick becomes a defensive anchor. Focus on trapping enemy frontline divers under tower with W and using E to slow their escape. Hide in side brushes during inhibitor sieges and wait for enemies to overextend before engaging. Build tanky when behind to survive long enough for crucial abilities, as a living Yorick creates a zone of danger.
Read full guidePlaystyle Guide
Playstyle / Team structure
Yorick progresses through distinct phases in ARAM: Mayhem, each with specific positioning and engagement requirements. During the early game at levels 1 through 6, Yorick must start positioned near the front line but avoid committing to full engages until four graves are on the ground. His early damage is mediocre without ghouls, making the first wave a setup phase focused on last-hitting dying minions to spawn graves. The primary poke tool is using E to mark enemy champions and send Mist Walkers at them. If enemies step up to harass while Yorick farms graves, he should punish them by marking and sending the ghouls. Snowball serves primarily as a gap-closer for a quick W cast rather than for pure damage. Landing Snowball on a squishy target allows Yorick to dash in, drop W immediately to trap them, and then E to ensure ghouls swarm the cage. Missing Snowball means backing off and resetting, as forcing fights without the ghoul army ready is a mistake. Once the Maiden is available, Yorick should push the first wave hard and crash it into the enemy tower to set up a siege. Early augments that boost durability or ghoul damage enable a level 6 all-in, while falling behind requires stalling under tower and letting the Maiden tank shots during recovery. In the mid game at levels 7 through 11, Yorick becomes a siege engine who should position at the head of the minion wave rather than behind the team like a traditional mage. Walking forward with the Maiden and ghouls allows Yorick to absorb skillshots and apply pressure. The trading rhythm revolves around the Maiden, so when she is active, Yorick walks at the enemy team and Es the frontline, letting the Maiden and ghouls chip them down while staying relatively safe. When the Maiden dies, Yorick must play passively for the cooldown. Snowball usage shifts to creating chaos in team fights by throwing it at the enemy backline to force dodges or wasted cooldowns. If enemies cluster, Yorick can Snowball in, W to cage multiple targets, and R to overwhelm them with summons. Augments granting ability haste or healing on damage make Yorick deceptively tanky. Constant pushing is essential, as Yorick excels at taking towers while enemies are distracted or dead. When ahead, grouping with the team forces favorable fights under enemy towers while summons hammer the structure. When behind, Yorick can split attention by sending the Maiden down a side lane or using her to clear incoming waves while the team defends. During the late game at levels 12 and beyond, positioning becomes critical as Yorick is tanky but susceptible to heavy crowd control and anti-heal. Walking with the team but staying slightly to the side allows Yorick to look for flank angles. A well-placed W on a high-value target in a late-game fight often secures the kill. The poke rhythm slows down, and instead of constant E spam, Yorick should save it for guaranteed marks when the enemy commits to a fight. Snowball becomes a tool to bypass the enemy frontline, as diving the enemy carry is the win condition. Snowballing to a carry, using W to trap them, and popping the ultimate summons the Maiden and ghouls directly on top of them. Augments that increase damage based on missing health or grant invulnerability should be used at this moment. Diving is a mistake if the enemy has heavy peel waiting. Pushing remains the default state, and winning a team fight means taking towers and inhibitors before recalling.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Yorick Shepherd of Souls transforms into an unstoppable siege engine when ahead in Mayhem. The trigger condition for this dominance is completing a first major item component or landing key Dark Procession cages that secure kills. At this point, Mist Walkers and the Maiden become permanent pressure tools that enemies cannot clear quickly enough. The optimal positioning groups with the team but slightly to the side, avoiding standing on top of ranged carries where area-of-effect spells would instantly kill ghouls. Flank angles let Yorick throw Mourning Mist into the enemy backline, drop W on high-priority targets, and summon the Maiden, forcing enemies into a lose-lose choice: focus Yorick and die to allied carries, or focus the carries and get torn apart by ghouls. Ghoul-focused augments like Ghoul Party or Shepherd's Call make damage unavoidable, creating zones enemies cannot occupy. Controlling health relic brushes and pushing waves to enemy towers establishes permanent map control. Throwing a lead happens through overextension and poor decision-making. Diving deep for kills past the inhibitor tower invites collapse from the enemy death blob, and long death timers punish this severely. Ghouls can chase and secure kills while Yorick repositions safely. Respecting Snowball is critical because enemies will attempt Mark/Dash engages, requiring constant movement between ability casts. If a tank lands a Snowball, dropping W at Yorick's feet cages them on arrival. Wasting the Maiden by sending her into side lanes or tower dives sacrifices half of Yorick's pressure for a long cooldown. Global ultimates and reset augments demand caution after kills, backing off to heal and reset fights on favorable terms. Playing from behind requires patience and a fundamental role shift. Early deaths, lost tower health, or facing heavy area-of-effect champions like Ziggs, Syndra, or Vel'Koz with strong poke augments signal that standard aggression will fail. The core action becomes disruption rather than damage dealing. W serves purely for peel, caging assassins or divers who jump on allied carries, buying time for kills or repositioning. E provides more value as a slow than damage marker. Defensive augments like Phantom Cage or those increasing W duration or size transform Yorick into a utility specialist whose well-placed cage can trap multiple enemies and win fights through positioning alone. Recovery demands staying with the team, as getting caught out alone means death and losing the only frontline utility. Mist Walkers still apply wave pressure even when behind, preventing immediate tower dives and buying healing time. Waiting for enemy mistakes and landing one good cage on an overextending carry can swing momentum. Building tank or utility items like Hullbreaker or Warmog's Armor prioritizes surviving long enough to land that crucial cage. Unrecoverable situations occur against dedicated ghoul-clearing compositions or scaled champions like Kayle or Veigar. In these scenarios, hiding in brush and attempting one multi-person cage represents the only remaining chance. If it fails, the game ends.
Read full guideChampion Background
Lore / Identity / Text block
Yorick Shepherd of Souls operates in ARAM: Mayhem as a tempo-driven summoner whose entire rhythm revolves around corpse management and ghoul armies. His passive, Shepherd of Souls, defines this rhythm: when enemies die nearby, they leave graves, and with three or more graves present, Yorick can raise a ghoul army. The constant death ball of Mayhem accelerates grave generation compared to Summoner's Rift, meaning Yorick often gains instant summon windows when teammates' AoE clears minion waves. This creates a strategic lever: Yorick has leverage when graves populate the ground but becomes a slow melee bruiser when the ground is empty. The passive also provides a decaying heal on minion kills, sustaining him through poke, though this heal cannot save him from full burst combos. Yorick's Q, Last Rites, serves as his primary damage tool and sustain source. This point-blank skill shot spawns graves on kills and summons Mist Walkers when graves are available. Strategic use requires saving Q for execute moments on minions to guarantee graves rather than spamming it for harass, which drains mana and leaves Yorick without ghouls for real fights. The ability scales into late-game brawls where it becomes consistent damage against anything in range. His W, Dark Procession, creates a circular ghost wall that traps enemies inside or outside, forcing them to attack the wall to escape. In Mayhem's single lane with limited escape routes, this becomes a massive disruption tool. The wall can cut off retreats, zone enemy carries, or protect Yorick's backline from divers. Missing W carries heavy punishment due to its long cooldown, creating a window for enemies to engage or disengage freely. E, Eulogy of the Isles, functions as Yorick's engage button and ghoul controller. This linear skill shot marks targets, causing all active Mist Walkers and the Maiden to dash to the marked enemy. Without E, ghouls attack whatever is closest; with E, Yorick directs his entire army's focus. Throwing E into minion waves instead of champions wastes this tool, as ghouls will attack minions instead of priority targets. Yorick's ultimate summons the Maiden of the Mist, a semi-permanent AI companion that deals magic damage and spawns ghouls automatically on unit kills. The Maiden acts as a seventh team member in Mayhem teamfights, forcing enemies to choose between attacking Yorick, his team, or the Maiden. If ignored, she shreds enemies; if focused, Yorick gains freedom to engage. Summoning the Maiden during retreats or when about to die wastes this powerful tool, as she will likely fall to towers or focus fire without support. Yorick must commit when he presses R.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Yorick Shepherd of Souls in ARAM: Mayhem lives and dies by his Mist Walkers and the Maiden, and the mode's amplified damage and reduced cooldowns mean a single misstep with ghouls often results in instant death. Players cannot approach him as a split-pusher in this mode; instead, Yorick functions as a siege engine that must manage aggro carefully. Mechanical mistakes center around ability usage and resource management. Using Dark Procession directly on enemies with dashes or Flash available wastes mana and leaves Yorick without a peel tool; the correct approach is waiting until enemies have expended mobility or are crowd-controlled, then placing the wall behind them to cut off escape. Summoning the Maiden of the Mist at full health when enemies have heavy burst or execute damage causes her to die in seconds before applying her mark or sustaining herself; players should wait for fights to stabilize or key burst abilities to go on cooldown, ideally summoning near a dying enemy wave for immediate healing. Spamming Omen of Pestilence on cooldown without hitting marked targets rapidly depletes mana and prevents raising Mist Walkers, leaving damage output negligible; the ability should set up ghoul spawns rather than serve as poke. Ignoring Mist Walker leash range and chasing deep into enemy territory causes ghouls to stop moving and stand still, effectively removing them from fights; players must fight within the leash radius and understand that ghoul damage stops at the boundary. Decision mistakes involve positioning and priority errors. Using Snowball to engage into the enemy backline results in getting instantly burst down with ghouls unable to follow; Snowball should primarily dodge skillshots or close gaps after fights have started. Standing far forward in the wave without respecting enemy engage tools leads to getting caught before setting up ghouls; proper positioning means staying behind the initial wave and letting enemies approach. Prioritizing champion kills over destroying towers when the Maiden is active wastes her tower-shredding potential; players should focus on structures when the Maiden is up and enemies are cleared or retreating. Fighting in the open field away from minion waves leaves no graves to raise ghouls, making Yorick a weak melee bruiser; players must force fights around waves or use Q to execute the next wave quickly to build graves. Building pure damage or pure tank without considering enemy composition results in getting one-shot or being ignored; bruiser items into resistance items provide the survivability needed for ghouls and the Maiden to do their work. When mistakes occur, the punishment is usually severe, but Yorick's power spikes return with every new wave and ultimate cooldown. Players who lose fights should reset, buy, and look for the next wave to rebuild their army, as Yorick relies on momentum and letting ghouls handle the heavy lifting.
Read full guideFAQ
Yorick
Is Yorick strong in ARAM: Mayhem? He is a mid-tier juggernaut who wins by out-sustaining burst and taking towers faster than anyone. Mayhem's faster gold and constant fighting let him hit his item spikes earlier than on Summoner's Rift. The tradeoff is that he struggles against heavy kiting comps that can kill his Maiden before she reaches them. What is Yorick's main win condition in this mode? Your goal is to summon the Maiden and a full ghoul army, then force the enemy team to fight under their tower. The Maiden applies her mark to champions and structures, letting your ghouls swarm and shred objectives. If the enemy ignores your army to focus you, they take massive damage from your Q and Mist Walkers. How do I reliably summon ghouls in chaotic teamfights? Last-hit dying minions with your basic attacks to spawn graves, then use W to cage a target and raise ghouls with E. In Mayhem's constant brawls, you will usually have graves available near the frontline. Do not wait for a perfect moment—summon what you have and reinforce with new ghouls as enemies die.
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