Max Q first, E second, R whenever available, and W last.
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
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 3,000
- Price
- 600
+80 Ability Power +40 Attack Damage +10% Omnivamp ACTIVE (0s) Lightning Bolt Shocks the target enemy champion, dealing magic damage and slowing them by 25% for 1.5 seconds.
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,000
- Price
- 600
+80 Ability Power +40 Attack Damage +10% Omnivamp ACTIVE (0s) Lightning Bolt Shocks the target enemy champion, dealing magic damage and slowing them by 25% for 1.5 seconds.
- 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
- 3,000
- Price
- 600
+80 Ability Power +40 Attack Damage +10% Omnivamp ACTIVE (0s) Lightning Bolt Shocks the target enemy champion, dealing magic damage and slowing them by 25% for 1.5 seconds.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
Situational itemstop 12
- Total Price
- 3,000
- Price
- 600
+80 Ability Power +40 Attack Damage +10% Omnivamp ACTIVE (0s) Lightning Bolt Shocks the target enemy champion, dealing magic damage and slowing them by 25% for 1.5 seconds.
44.15%- 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%.
44.24%- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
45.52%- 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.
43.89%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
39.88%- 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.
46.25%- Total Price
- 3,250
- Price
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
43.53%- 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.
47.05%- 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.
39.44%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
45.66%- Total Price
- 2,900
- Price
- 250
+100 Ability Power +6% Move Speed +10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus magic damage On-Hit.
46.10%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
45.43%Starting items
- Total Price
- 400
- Price
- 400
+150 Health
52.38%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
52.38%- Total Price
- 800
- Price
- 100
+200 Health 100% Base Health Regen
52.38%- Total Price
- 1,100
- Price
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
39.43%- Total Price
- 900
- Price
- 500
+350 Health
42.12%- Total Price
- 400
- Price
- 400
+150 Health
42.12%Core items
- Total Price
- 3,000
- Price
- 600
+80 Ability Power +40 Attack Damage +10% Omnivamp ACTIVE (0s) Lightning Bolt Shocks the target enemy champion, dealing magic damage and slowing them by 25% for 1.5 seconds.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 3,200
- Price
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
- Total Price
- 3,000
- Price
- 600
+80 Ability Power +40 Attack Damage +10% Omnivamp ACTIVE (0s) Lightning Bolt Shocks the target enemy champion, dealing magic damage and slowing them by 25% for 1.5 seconds.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 2,800
- Price
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
- Total Price
- 2,650
- 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
- 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.
Situational itemstop 12
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
43.61%- Total Price
- 3,200
- Price
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
43.75%- 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.
43.97%- Total Price
- 3,000
- Price
- 600
+80 Ability Power +40 Attack Damage +10% Omnivamp ACTIVE (0s) Lightning Bolt Shocks the target enemy champion, dealing magic damage and slowing them by 25% for 1.5 seconds.
43.64%- Total Price
- 3,250
- Price
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
42.57%- 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.
43.09%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
46.78%- Total Price
- 2,900
- Price
- 250
+100 Ability Power +6% Move Speed +10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus magic damage On-Hit.
44.11%- Total Price
- 3,000
- Price
- 1,050
+95 Ability Power +40% Magic Penetration
41.13%- 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.
46.53%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
44.13%- 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%.
45.69%Starting items
- Total Price
- 1,100
- Price
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
43.50%- 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%.
47.18%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
42.99%- Total Price
- 1,100
- Price
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
42.99%Core items
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 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
- 1,100
- 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.
- 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
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
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.
50.77%- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
47.16%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
50.60%- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
47.65%- 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%.
50.00%- 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.
49.52%- 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.
44.94%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
46.35%- Total Price
- 3,250
- Price
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
50.73%- 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.
48.70%- Total Price
- 2,900
- Price
- 750
+65 Ability Power +400 Health +15 Ability Haste Vile Decay: Dealing magic damage with abilities or passives to champions reduces their Magic Resist by 7.5% for 6 seconds, up to 30%.
49.16%- 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).
48.64%Starting items
- Total Price
- 400
- Price
- 400
+150 Health
51.33%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
51.33%- Total Price
- 800
- Price
- 100
+200 Health 100% Base Health Regen
51.33%- 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%.
55.61%- Total Price
- 900
- Price
- 500
+350 Health
50.46%- Total Price
- 400
- Price
- 400
+150 Health
50.46%Core items
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,800
- Price
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,100
- Price
- 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
- 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).
Situational itemstop 12
Starting items
- Total Price
- 400
- Price
- 400
+150 Health
47.02%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
47.02%- Total Price
- 800
- Price
- 100
+200 Health 100% Base Health Regen
47.02%- Total Price
- 900
- Price
- 500
+350 Health
52.02%- Total Price
- 400
- Price
- 400
+150 Health
52.02%- Total Price
- 400
- Price
- 400
+150 Health
50.63%- Total Price
- 800
- Price
- 100
+200 Health 100% Base Health Regen
50.63%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
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 | 52.01% | 4.34% | 596 |
After dashing or blinking , gain a shield that lasts for 2 seconds and absorbs 65 – 290 (based on level) (+ 65% AD) (+ 26% AP) damage (5 second cooldown). View augment details | Silver | T1 | 51.03% | 4.97% | 682 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T1 | 49.81% | 3.93% | 540 |
Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you. View augment details | Prismatic | T1 | 49.53% | 4.65% | 638 |
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 | T1 | 49.48% | 4.21% | 578 |
Gain a Needlessly Large Rod . Quest: Obtain Rabadon's Deathcap and Zhonya's Hourglass . Reward: Upon completing your Quest , convert the items you obtained for the quest into Wooglet's Witchcap . View augment details | Prismatic | T1 | 48.99% | 3.97% | 545 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 48.91% | 7.65% | 1,051 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T1 | 48.74% | 6.66% | 915 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T1 | 48.42% | 3.91% | 537 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T1 | 48.29% | 5.32% | 731 |
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 | 47.70% | 4.75% | 652 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 47.52% | 10.85% | 1,490 |
Casting your ultimate ability empowers you for 10 seconds, causing you to gain a shield for 50% of your maximum health , 20% omnivamp , and 30% bonus movement speed for the duration (20 second cooldown). View augment details | Prismatic | T1 | 47.40% | 4.49% | 616 |
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 | 47.23% | 11.45% | 1,573 |
After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds. View augment details | Silver | T1 | 46.85% | 6.82% | 937 |
Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn. View augment details | Gold | T1 | 46.81% | 4.90% | 673 |
Grants 20 – 80 (based on level) ability power . View augment details | Silver | T1 | 46.63% | 8.53% | 1,171 |
Dashing or blinking grants 12 bonus armor and bonus magic resistance , stacking up to 5 times for a total of 60 bonus resistances. Stacks are reset every 60 seconds since acquiring the augment. View augment details | Gold | T1 | 46.24% | 4.74% | 651 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T1 | 46.02% | 14.99% | 2,058 |
Gain 15% omnivamp . View augment details | Silver | T1 | 45.51% | 7.22% | 991 |
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 | 44.79% | 7.90% | 1,085 |
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 | 44.49% | 7.86% | 1,079 |
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 | 44.48% | 8.64% | 1,187 |
Basic attacks on-hit grant 6 – 18 (based on level) ability power and damaging abilities once per cast instance grant 3 – 9 (based on level) bonus attack damage , lasting for 5 seconds, with the duration of both refreshing on subsequent hits, and stacking infinitely. View augment details | Prismatic | T1 | 44.39% | 4.15% | 570 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T1 | 44.13% | 4.90% | 673 |
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 | 44.07% | 5.22% | 717 |
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 | 44.01% | 12.34% | 1,695 |
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 | 43.52% | 6.58% | 903 |
Gain ability haste equal to 30% AP . View augment details | Prismatic | T1 | 43.49% | 4.14% | 568 |
【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 | 43.17% | 4.59% | 630 |
Abilities with dashes or blinks gain 175 ability haste . View augment details | Prismatic | T1 | 42.51% | 5.16% | 708 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 42.11% | 11.31% | 1,553 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T1 | 41.59% | 8.23% | 1,130 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T2 | 56.68% | 2.67% | 367 |
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 | 55.79% | 3.39% | 466 |
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 | 53.19% | 2.05% | 282 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 51.76% | 2.28% | 313 |
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 | 51.23% | 3.25% | 447 |
Gain the Fleet Footwork and Grasp of the Undying keystone runes. View augment details | Gold | T2 | 49.10% | 3.65% | 501 |
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 | T2 | 48.91% | 2.99% | 411 |
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 | 48.20% | 2.83% | 388 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 48.00% | 2.37% | 325 |
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 | 47.91% | 3.48% | 478 |
Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units. View augment details | Silver | T2 | 47.39% | 2.23% | 306 |
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 | 47.24% | 2.37% | 326 |
Gain 1. 5 bonus movement speed per 1 Lethality or flat magic penetration , and 5 bonus movement speed per 10% armor penetration or magic penetration . View augment details | Silver | T2 | 46.87% | 2.67% | 367 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T2 | 46.83% | 3.33% | 457 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T2 | 46.79% | 3.07% | 421 |
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 | 46.67% | 2.51% | 345 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 46.52% | 3.35% | 460 |
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 | T2 | 45.85% | 2.37% | 325 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T2 | 45.04% | 2.57% | 353 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T2 | 44.44% | 2.75% | 378 |
Dashing or blinking causes you to leave behind a trail from the location you moved to your destination that detonates after 0. 75 seconds in a 300 radius, dealing 70 – 210 (based on level) (+ 125% bonus AD) (+ 60% AP) physical damage per explosion to enemies hit, reduced to 70% against minions . Enemies can be affected only once every second from all cast instances , and the effect is not triggered if you move beyond 2000 units with the dash or blink. This augment is only offered to up to 2 players on each team for a given game. View augment details | Prismatic | T2 | 44.29% | 2.61% | 359 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T2 | 44.28% | 1.97% | 271 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T2 | 43.52% | 2.19% | 301 |
Upgrades all Spellblade items, empowering the passive effect to deal additional bonus physical damage equal to 4% of the target's maximum health and heal you for 3. 5 % of your maximum health . Additionally, gain 250 . View augment details | Gold | T2 | 43.51% | 2.08% | 285 |
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 | 43.28% | 3.42% | 469 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T2 | 42.30% | 2.22% | 305 |
Grants 60 ability haste . View augment details | Gold | T2 | 41.93% | 2.57% | 353 |
Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size. View augment details | Prismatic | T2 | 40.80% | 2.37% | 326 |
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 | T2 | 40.28% | 3.15% | 432 |
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 | 39.45% | 2.90% | 398 |
Upgrades Hubris , empowering Eminence to heal you for 2. 5 % (+ 0. 5 % per stack) maximum health upon being triggered and grant you 10 (+ 5 per stack) bonus movement speed for its duration. Additionally, gain 250 . View augment details | Gold | T2 | 36.39% | 2.38% | 327 |
Automatically cast a modified version of Rakan's The Quickness , empowering you to break into a captivating sprint for 6 seconds. While empowered, you gain ghosting and 50% bonus movement speed , and enemies you collide with are knocked down and become charmed for 1. 5 seconds (25 second cooldown). A sparkly tiara will descend upon you 2. 5 seconds before the effect activates. View augment details | Prismatic | T3 | 53.57% | 1.02% | 140 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T3 | 52.33% | 1.41% | 193 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T3 | 51.19% | 1.22% | 168 |
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 | 50.00% | 1.67% | 230 |
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 | 49.25% | 1.46% | 201 |
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 | 48.56% | 1.51% | 208 |
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 | 48.54% | 1.50% | 206 |
Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields . View augment details | Prismatic | T3 | 47.37% | 1.38% | 190 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death. View augment details | Gold | T3 | 46.67% | 1.97% | 270 |
Upgrades The Collector , empowering Death to have its execution threshold increased by 0. 5 % each time you kill an enemy champion, capped at a threshold of 12.5% of the target's maximum health , and Taxes to generate a further 25 (total 50 ) from kills. Additionally, gain 250 . View augment details | Silver | T3 | 46.26% | 1.07% | 147 |
After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Prismatic | T3 | 45.50% | 1.38% | 189 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T3 | 45.42% | 1.75% | 240 |
Replace a summoner spell with Blade Waltz . Blade Waltz: Blink to the target enemy champion. After 0. 25 seconds, you then blink to the nearest other enemy champion every 0. 25 seconds over the next 1. 75 seconds, blinking up to 7 additional times. Each time you blink to a target, deal 30 – 150 (based on level) (+ 10% bonus AD) (+ 6% AP) physical damage to them and apply on-hit effects at 50% effectiveness, up to a total of 240 – 1200 (based on level) (+ 80% bonus AD) (+ 48% AP) . While Blade Waltz is active, you are untargetable and unable to act . This effect will end prematurely if there are no longer any nearby valid targets to blink to. A target can be blinked to more than once if there are no other valid targets in range. View augment details | Prismatic | T3 | 45.02% | 1.54% | 211 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T3 | 44.74% | 1.38% | 190 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 44.64% | 1.70% | 233 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T3 | 44.50% | 1.52% | 209 |
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 | 44.49% | 1.72% | 236 |
Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot. View augment details | Prismatic | T3 | 44.38% | 1.30% | 178 |
Gain the Arcane Comet and Summon Aery keystone runes. View augment details | Gold | T3 | 43.65% | 1.43% | 197 |
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 | T3 | 43.48% | 1.17% | 161 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 43.23% | 1.13% | 155 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T3 | 42.47% | 1.06% | 146 |
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 | 41.92% | 1.22% | 167 |
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 | 41.78% | 1.55% | 213 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T3 | 41.78% | 1.06% | 146 |
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 | T3 | 41.67% | 1.83% | 252 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 41.55% | 1.51% | 207 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 41.07% | 1.22% | 168 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T3 | 40.91% | 1.44% | 198 |
Grants 50% critical strike chance . View augment details | Gold | T3 | 40.51% | 1.15% | 158 |
Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance . View augment details | Silver | T3 | 40.47% | 1.57% | 215 |
Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash . View augment details | Gold | T3 | 38.46% | 1.14% | 156 |
Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Gold | T3 | 37.97% | 1.36% | 187 |
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 | 56.57% | 0.72% | 99 |
Casting your ultimate ability grants you an aura for 2 seconds, growing in size over the duration to up to 500 units. After the duration, you taunt all enemies within the aura for 2 seconds and gain 50% damage reduction for the same duration (30 second cooldown). Additionally, gain 30 ultimate haste. Aura is activated once the ultimate's effect starts or has elapsed. View augment details | Prismatic | T4 | 52.86% | 0.51% | 70 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T4 | 52.69% | 0.68% | 93 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T4 | 51.43% | 0.76% | 105 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T4 | 50.59% | 0.62% | 85 |
Your slowing effects reduce the movement speed of targets by an additional 75 . View augment details | Silver | T4 | 47.56% | 0.60% | 82 |
Automatically cast a modified version of Lissandra's Ring of Frost , creating a cold pulse around you in 450 radius that roots nearby enemies for 1. 25 seconds (6. 5 second cooldown). This modified ability does not deal damage. View augment details | Silver | T4 | 47.52% | 0.74% | 101 |
获得魄罗之王的弹跳!魄罗之王的弹跳:变形为【魄罗之王】3秒!你现在处于不可阻挡和幽灵状态。获得?伤害减免和?移动速度,但被沉默且无法攻击。此外,每1秒都会弹跳,在着陆时对附近的敌方英雄们造成?物理伤害和击退。【魄罗之王】的每次施放仅能对同一敌人造成一次击退。已防止的伤害:?已造成的伤害:?被弹跳的敌人数:? View augment details | Prismatic | T4 | 47.50% | 0.58% | 80 |
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 | T4 | 46.88% | 0.47% | 64 |
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 | 46.73% | 0.78% | 107 |
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 | 46.40% | 0.91% | 125 |
Deal 1% increased damage per 10 movement speed you have more than the target. View augment details | Silver | T4 | 46.15% | 0.47% | 65 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 45.45% | 0.72% | 99 |
Grants a spell shield that blocks the next hostile ability (30 second cooldown, timer does not restart from champion damage taken). View augment details | Silver | T4 | 45.00% | 0.73% | 100 |
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 | 44.83% | 0.63% | 87 |
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 | 44.62% | 0.95% | 130 |
Grants 20 bonus attack damage , 10 ability haste , and 5 lethality . View augment details | Silver | T4 | 44.55% | 0.74% | 101 |
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 | 44.12% | 0.74% | 102 |
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 | 43.59% | 0.57% | 78 |
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 | T4 | 42.86% | 0.71% | 98 |
Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death). View augment details | Gold | T4 | 42.86% | 0.66% | 91 |
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 | 42.86% | 0.56% | 77 |
Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1. 5 % for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction. View augment details | Silver | T4 | 41.33% | 0.55% | 75 |
Gain the Conqueror and Lethal Tempo keystone runes. View augment details | Prismatic | T4 | 41.32% | 0.88% | 121 |
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 | 41.25% | 0.58% | 80 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T4 | 41.05% | 0.69% | 95 |
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 | 39.06% | 0.47% | 64 |
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 | T4 | 38.41% | 1.00% | 138 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T4 | 38.14% | 0.71% | 97 |
Replace a summoner spell with Feel the Burn . Feel the Burn: Casts both Exhaust and Ignite on all enemy champions within 800 units, with the former having its slow strength increased to 50% and the latter modified to deal 70 – 410 (based on level) true damage over the duration. This effect counts as a Burn source. View augment details | Prismatic | T4 | 37.88% | 0.48% | 66 |
Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds. View augment details | Prismatic | T4 | 37.70% | 0.89% | 122 |
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 | 37.38% | 0.78% | 107 |
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 | T4 | 36.47% | 0.62% | 85 |
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 | 36.26% | 0.66% | 91 |
Basic attacks launch a Firecracker at a nearby enemy champion that deals 30% AD physical damage and applies on-hit effects. View augment details | Silver | T4 | 34.29% | 0.51% | 70 |
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 | 32.97% | 0.66% | 91 |
Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Gold | T4 | 32.00% | 0.55% | 75 |
Gain ( 75 / 50) bonus attack range. View augment details | Silver | T5 | 47.27% | 0.40% | 55 |
Upon dropping below 35% of your maximum health , you knock back all enemies within a 500 radius by 750 units and slow them by 90% for 1. 5 seconds (25 second cooldown, resets upon death). View augment details | Silver | T5 | 44.64% | 0.41% | 56 |
Increases attack damage by 20% . View augment details | Silver | T5 | 43.55% | 0.45% | 62 |
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 | T5 | 32.20% | 0.43% | 59 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T5 | 30.00% | 0.44% | 60 |
Akali Skill Combos
Extracted from the skill order guide
Akali Counters
Counters and threats extracted from the matchup guide
Counters
5Akali counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Akali is countered by these champions in ARAM: Mayhem.
Read counter detailsAkali Team Comp Highlights
Partner patterns extracted from the team comp guide
Hard Engage / Setup: Akali needs teammates who can lock enemies down or force them to move. She lacks reliable instant crowd control, so she relies on allies to start fights or keep targets still while she lands her Qs and passive autos. Frontline Distraction: She is a squishy melee assassin. She needs a tanky ally to absorb the initial burst and draw aggro. If the enemy team focuses on her immediately, she gets forced into Shroud defensively rather than using it offensively. Wave Clear Support: While Akali can clear waves with Q, she risks taking heavy poke if she walks up to clear alone. Teammates with strong ranged wave clear allow her to look for flanks or reset without losing tower health. Top Synergy Pairings
1. Malphite (The Ideal Diver Partner)
Synergy Mechanism: Malphite provides the ultimate setup tool with his Unstoppable force. His R forces enemies to scatter or get knocked up, creating the perfect window for Akali to enter the fight. Combo: Malphite presses R into the enemy backline. Akali follows instantly with her own R1 or R2 to close the gap while enemies are airborne or reeling. She drops Shroud on top of them to secure kills while Malphite tanks the return fire. Best Scenario: The enemy team is grouped tightly or standing near their tower. Malphite engages multiple targets, and Akali cleans up the low-health carries before they can flash away. Enemy Answer: The enemy team spreads out vertically to avoid the Malphite R zone. They may also hold key peel abilities like Lulu Polymorph or Janna Tornado specifically for Akali as she follows up. Failure Risk: If Malphite engages a full-health tank or whiffs his R, Akali is left hovering on the edge of the fight with no good entry point. Following a bad engage leaves her stranded. Recovery: Akali holds her R2 and uses Shroud to disengage. She waits for the next cooldown cycle or pokes with Q from the periphery until Malphite is ready again.
2. Yasuo (The Airborne Combo)
Synergy Mechanism: Yasuo creates a massive threat zone with his tornado and Last Breath. Akali benefits from the airborne setup, and the two of them create a "death ball" that is very hard for squishy comps to handle. Combo: Yasuo lands a tornado on a priority target. He ults, suspending them. Akali uses the suspension time to land a full Q-passive combo or R1 into the cluster. She can also use her Shroud to cover Yasuo while he resets his blade. Best Scenario: The enemy has immobile mages or ADCs who rely on positioning. Once Yasuo closes the gap, Akali ensures they never get to kite away. Enemy Answer: Point-and-click hard CC like Veigar Event Horizon or Warwick R. The enemy can also itemize heavily for armor and health to survive the burst chain. Failure Risk: Both champions are melee and need to go deep. If the enemy has strong kiting or disengage (e.g., Gragas R), both Yasuo and Akali get knocked back and poked down while retreating. Recovery: Akali uses her R2 to dash to a minion or distant enemy to escape the danger zone. She resets and looks for a flank while Yasuo uses his windwall to cover the retreat.
3. Leona (The Perma-CC Setup)
Synergy Mechanism: Leona offers multiple seconds of lockdown. In Mayhem, where cooldowns are short, Leona can engage, reset, and engage again. Akali only needs a fraction of that time to delete a target. Combo: Leona lands E onto a squishy target, follows with Q stun and R. Akali uses the snare and stun duration to unload her full damage rotation without needing to guess the enemy's movement. Best Scenario: Picking off a single enemy who overextends for poke. Leona locks them down, and Akali bursts them before their team can react. Enemy Answer: Cleanse, QSS, or Mikael's Crucible support. The enemy team can also body-block Leona's Zenith Blade, preventing the engage from reaching the backline. Failure Risk: Leona goes in but dies instantly before Akali can follow up. This leaves Akali 1v5 if she commits too hard. Recovery: Akali uses Shroud immediately to break target lock. She should not chase if Leona dies in 0.5 seconds; instead, she resets and waits for the next wave.
4. Orianna (The Ball Delivery System)
Synergy Mechanism: Orianna provides the burst and zone control Akali lacks. Akali acts as a mobile delivery system for the Ball, allowing Orianna to R enemies who thought they were safe. Combo: Orianna places the Ball on Akali before a fight. Akali uses R1 or Shroud to dash into the enemy team. Orianna triggers Shockwave, grouping enemies together. Akali then uses R2 and Q to clean up the clustered targets. Best Scenario: The enemy team is clumped in a narrow choke point. Akali diving in forces them to collapse, setting up a massive Orianna R. Enemy Answer: Fast reaction CC to stop Akali before she reaches the center. If Akali gets stunned mid-dash, the combo fails, and the Ball is wasted. Failure Risk: Miscommunication. If Akali goes in and Orianna holds R too long, Akali dies for nothing. If Orianna R's too early, Akali has no damage to finish the low-health targets. Recovery: Akali uses R2 to escape if the Shockwave misses. Orianna uses her speed boost (W) to help Akali run away.
5. Seraphine / Sona (The Sustain Enabler)
Malphite (The Ideal Diver Partner)
Malphite provides the ultimate setup tool with his Unstoppable force. His R forces enemies to scatter or get knocked up, creating the perfect window for Akali to enter the fight.
Akali ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Early Game Tempo | Akali plays cautiously pre-level six, lacking range and struggling against poke. She farms safely with Q and waits for team engages before committing. | Akali becomes an early-game bully who fights immediately. She walks up, spams Q, and uses constant W uptime to force enemies off the wave from the start. | Don't wait for level six. Start aggressive and force fights early to exploit mode advantages. |
| Energy Management | Energy is a constant limit. She cannot spam abilities without running dry, so every Q and E must count and be used precisely. | Energy costs are lower and regeneration is higher, meaning she almost never runs out. She can spam Q off cooldown for damage and healing freely. | Stop conserving energy. Spam abilities constantly to pressure enemies and sustain through fights. |
| Shroud Usage | Players save Twilight Shroud for desperate escapes, using it only when in serious danger or to avoid key abilities. | Shroud uptime is too good to sit on. Use it to break vision during aggressive dives, reposition for abilities, or buy time while cooldowns reset. | Use W aggressively for dives and repositioning, not just as a defensive escape tool. |
| Snowball Priority | Snowball is a calculated gap-closer or escape. She waits to see if a follow-up combo is possible before committing to the dash. | Snowball is an extension of engage, not a backup plan. Throw it constantly to force dodges. If it lands, go in immediately with R and W available. | Throw Snowball constantly and engage on hits. Holding it wastes the mode's aggressive tempo. |
| Build Philosophy | Builds focus on sustain with Rocketbelt or Riftmaker and Conqueror because fights are long and enemies build defensive items. | Burst is king. Rocketbelt and Electrocute outperform sustain options. Fights are short, so kill targets in one rotation rather than extended dueling. | Prioritize burst damage over sustain. Quick kills matter more than surviving extended trades. |
Champion Analysis
Role / Current performance
Akali the Rogue Assassin is a shadow assassin whose Hextech Mayhem identity centers on smoke stealth and exceptional mobility through her three-part dash pattern. The mode's dramatically reduced cooldowns transform her into one of the most mobile assassins available, allowing her to deploy smoke bombs and execute dashes with unprecedented frequency. Her core role in this mode is defined as assassin combined with smoke stealth and three-part dash capabilities, making her a persistent threat who can engage, disengage, and reposition almost at will. Her passive, Assassin's Mark, empowers her next basic attack after casting abilities with bonus magic damage and energy restoration. The frequent casting enabled by Hextech Mayhem rapidly triggers this passive, sustaining her damage output and resource pool during extended fights. Five Point Strike serves as her primary poke tool, firing five kunai for sustained damage from range. Twilight Shroud is her signature move, deploying a smoke bomb that creates a stealth zone. The ability's frequent availability enables continuous stealth, allowing Akali to confuse enemies and dodge abilities while remaining an active threat within the shroud. Shuriken Flip functions as her core mobility tool, letting her backflip and throw a shuriken before recasting to dash to its position. This flexibility enables constant repositioning, whether chasing targets or escaping danger. Perfect Execution is a two-part ultimate that dashes toward a target on the first cast and delivers massive execute damage on the second. In Hextech Mayhem, this ability excels at diving enemy carries and securing kills, with the reduced cooldowns allowing multiple uses in a single engagement. Akali's strategic value lies in her ability to function as a relentless assassin who can repeatedly enter and exit fights using her smoke stealth and dash mobility. She pressures backlines by diving carries with Perfect Execution, then escapes or repositions using Twilight Shroud and Shuriken Flip before enemies can respond. The combination of sustained poke from Five Point Strike, continuous stealth uptime, and flexible mobility makes her difficult to pin down while maintaining consistent damage output. Her recommended builds focus on ability power and magic penetration to maximize burst damage and mobility, supporting her assassin playstyle. Akali's worldview emphasizes justice unconstrained by rules, reflected in her combat style that prioritizes aggression and freedom over rigid patterns. She fights with elegance and lethality, using inherited shadow techniques with greater independence than her former Kinkou Order training demanded.
Core Tips
Long-form tips / Play pattern
Akali thrives on calculated chaos rather than reckless diving. In Mayhem's accelerated environment, cooldowns are fast enough that you do not need to wait for a perfect kill setup, but engaging without a plan will get you killed. Look for targets that have just used their major crowd control or escape tools. Once an enemy burns their key ability or Flash, that is your signal to engage. Open with Five Point Strike to slow targets before committing. When Perfect Execution is ready, use the first dash to close the gap, then immediately drop Twilight Shroud. The shroud is your license to be aggressive, allowing you to proc passive auto-attacks freely while enemies struggle to target you. Save the second R cast for when targets flee or when you need the execute damage. The Howling Abyss layout benefits Akali. Use side bushes to break line of sight before engaging, forcing enemies to face-check into free damage. Mid-fight, use the lane width to flank. Engaging from the front means eating poke, but skirting the edge lets you dash past the frontline directly onto the backline. Never stand still in the open. Constantly fake forward and back to bait skillshots. If you dodge key crowd control, you win the trade. If you get hit, back off immediately until you heal or reset. Mark/Dash is your primary engage tool when R is down or when you need to close a massive gap instantly. Do not use it to poke. Save it for the all-in. The ideal sequence is landing Snowball, waiting for the mark to nearly expire, dashing in, then immediately using W. This gives you a second of invulnerability during the dash and immediately hides you in smoke. If you dash in without W ready, you are vulnerable. Use Snowball to bypass the enemy frontline and target the squishiest backline champion. Prioritize low-mobility carries like Jinx, Jhin, or Veigar who cannot escape your R resets. Kill enchanters if they are out of position, but do not chase them to the enemy tower. Avoid full tanks early in fights, as you waste too much resources trying to kill them. Let your team handle the frontline while you assassinate the backline. Mayhem augments change how you approach fights. Damage-over-time or on-hit augments make your sustained damage inside the shroud terrifying, so play for extended trades weaving autos between Qs. Cooldown-reset or ability-haste augments let you play much more aggressively, potentially having R up for every skirmish. Akali excels at prolonged brawls where she can dance in and out of stealth. Do not burst and run; burst, stealth, wait for cooldowns, then burst again. Pink wards and point-and-click crowd control are your worst enemies. If you see an enemy with Oracle's, play further back as they will reveal you the moment you W. When engaged upon, use W to break targeting and walk toward your team while enemies swing at air. Save R2 for escaping if the fight goes south. Living to fight again is better than dying for nothing. If you fall behind, stop trying to be the hero and switch focus to disruption and cleanup. Use Q to slow approaching enemies and W to zone them off your carries. Peel for your teammates rather than diving the enemy backline. Look for assists to get back in the game. Wait for a teammate to start a fight, then clean up low-health targets. Diving out of frustration just feeds the enemy more. Build defensively if you are getting one-shot, as a tanky Akali can still proc passives and distract the enemy team for crucial seconds.
Read full guidePlaystyle Guide
Playstyle / Team structure
Akali the Rogue Assassin must navigate Mayhem with a patient early game that transitions into an aggressive assassin role as she gains levels and items. During levels 1 through 6, Akali has zero priority before her first reset and lacks the range to contest the wave against most Mayhem compositions. She should not walk up for poke if it means taking free damage. Her job is to survive the initial shove and keep the wave near her tower, using brush to break vision and force enemies to face-check if they want to harass. Positioning just outside tower attack range allows her to look for Q poke on frontline minions or enemy champions who step too far forward. She must not spam abilities on cooldown or she will run out of energy and become useless. Saving W for disengage is critical, and if enemies try to dive or all-in under tower, dropping the shroud immediately breaks their target lock and forces tower aggro swaps. Snowball use in the early game is strictly defensive or opportunistic. Akali should not use Snowball to engage at level 3 unless the enemy is already low and trapped near her tower, as missing the mark leaves her with no escape tool. The focus is on stalling and letting the wave come to her. If she tries to push, she exposes herself to poke damage she cannot sustain through. Securing an early kill or forcing a bad back allows her to shove the wave and reset for components. If behind, she gives up the wave and soaks experience from max range rather than dying for minions. During mid game at levels 7 through 11, Akali gains access to her ultimate and shifts from the backline to flanks. Her trading rhythm changes as she looks for enemies who have used key crowd control or major cooldowns. Engaging with R1 to close the gap, she unloads a combo of Q, auto, and E, then uses W to reposition or disengage. She should not sit in shroud for the full duration unless waiting for cooldowns. Snowball becomes her primary engage tool, marking squishy targets and waiting for them to step forward to poke. Against heavy crowd control teams, she saves Snowball to dodge incoming spells rather than engaging. Pushing or stalling decisions depend on team health after fights. In late game at levels 12 and beyond, death timers are massive and one mistake ends the game. Akali stays off the minimap until fights start, hiding in side brushes or over walls to threaten the enemy backline. Her trading rhythm focuses on burst and exit rather than sustained fighting. She dives the carry with R1, unloads her full combo, and uses R2 to execute or escape. Snowball serves as both safety net and gap-closer, bypassing enemy frontlines to reach squishy targets in the back. Augment use defines her late game, with cooldown-reset augments enabling aggressive chain kills while defensive augments help survive initial burst. When ahead, she ends the game rather than farming side lanes. When behind, she defends inhibitor towers and looks for desperate picks on overconfident enemies who dive too deep.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Akali the Rogue Assassin excels when playing from ahead, transforming early kills into oppressive map control that enemies cannot ignore. Her lead typically manifests through item spikes such as Hextech Rocketbelt or early Rabadon's Deathcap components, at which point the enemy backline falls within her execution range. The trigger condition for this dominant state involves completing a mythic or core item while enemy squishies lack completed defensive items, often combined with a damage-oriented augment that amplifies burst or sustain. When ahead, Akali should leverage deep zoning by standing in forward bushes or the enemy's half of the bridge. The threat of a Mark-Dash into a full combo forces enemies to retreat during wave clear, causing tower damage. If enemies respect the zone, Akali's team gains free poke on the tower; if they do not, she deletes them. Her ultimate, Perfect Execution, allows her to dive low-HP targets under towers, securing kills with the execute damage on the second cast before dropping tower aggro with Shroud. She should isolate carries by engaging the moment their key defensive abilities go on cooldown, deleting them before support can react. Augment synergy when ahead involves doubling down on lethality or reset potential. Ability haste or reset augments enable extremely aggressive play, while healing or shield augments allow her to take bad trades in the frontline, recovering before the next engage. The most common way Akali throws a lead is by overestimating Shroud survivability against AoE or revealed mechanics. In Mayhem, players often have extra gold for control wards or augments that reveal stealth. Diving into enemies expecting Shroud protection without checking for vision results in getting stunned and burst down. She should avoid chasing low-HP tanks deep into enemy base during imminent respawns and adjust playstyle from absorbing damage to dodging and bursting when enemies rush anti-heal. When behind, Akali feels suffocating, lacking damage to one-shot carries while Shroud duration proves insufficient for survival. This occurs after getting poked out early, failing to connect Snowballs, or enemies stacking magic resistance and health. The trigger condition involves enemies building early Mercury's Treads or Kaenic Rookern, leaving targets at 50% HP instead of dead. Behind, Akali should stop trying to assassinate and instead peel for her carry. Five Point Strike slows diving bruisers and assassins, while Shroud confuses them. She should hold Perfect Execution for defensive use, dashing away from engages or repositioning for counter-picks on overcommitted enemies. Energy management becomes critical, as she cannot afford to miss abilities and must save enough for an escape rotation. Unrecoverable mistakes when behind include forcing desperate Mark-Dash engages without backup, overestimating Shroud as an escape tool when low HP, and attempting to split push. In ARAM Mayhem, split pushing is rarely viable and typically results in getting caught by enemy mobility tools, surrendering more gold and sealing the loss. Akali should stay with her team, soak experience, and look for a miracle engage.
Read full guideChampion Background
Lore / Identity / Text block
Akali the Rogue Assassin operates in ARAM: Mayhem as a weaving fighter rather than a pure burst mage, with her passive Assassin's Mark serving as the foundation of her damage pattern. Landing an ability on a champion creates a ring at her feet, and leaving that ring empowers her next auto-attack with bonus magic damage and extended range. In Mayhem's ability haste-rich environment, this passive procs constantly, making Akali a champion who dances in and out of combat to stack damage rather than fishing for one-shots. An Akali who ignores the passive loses half her damage potential, making the empowered auto essential after every Q or E hit when safely possible. Five Point Strike functions as her primary poke and wave clear tool, throwing five kunai in a cone that slows enemies and sets up subsequent skill shots. The ability becomes spammable at max rank or with Mayhem's plentiful ability haste, making it vital for clearing minion waves that funnel gold and experience. Twilight Shroud serves as her only real defense against focus fire in Mayhem's high-damage environment, breaking target locks from enemy turrets and champions while providing movement speed for repositioning. The shroud demands careful timing, as using it too early allows enemies to back off and wait, while wasting it leaves Akali vulnerable to engage with no escape. Shuriken Flip provides both mobility and execution power, allowing Akali to flip backward while firing a shuriken that marks the first target hit. Reactivating dashes her to the marked target with bonus damage based on missing health. The ability can target her own smoke cloud for repositioning without needing an enemy, but missing the shuriken or dashing into unfavorable positions creates suicide scenarios. Perfect Execution, her two-cast ultimate, defines her assassin identity with R1 serving as a gap-closer and R2 delivering a massive execute based on missing health. The ultimate allows Akali to delete squishy targets through defensive augments, but R1 puts her deep in enemy territory where point-and-click crowd control can stop her instantly. Missing R2 or engaging a tank wastes her best mobility tool and often results in the enemy surviving, healing, and turning the fight. Success requires cycling abilities to keep empowered attacks flowing, respecting enemy cooldowns before committing, and always holding W when major engage threats are ready.
Read full guideMistakes to Avoid
Common mistakes / Risk control
In Mayhem mode, Akali the Rogue Assassin becomes a smoke-spamming menace, but the accelerated pace and reduced cooldowns make mechanical sloppiness fatal. Wasting escape tools leads to instant death, making discipline with ability usage the difference between dominating fights and feeding. The most critical mechanical mistake is using Perfect Precision (W) for damage or poke. This leaves Akali without smoke to disengage after diving, resulting in getting collapsed on and killed during ultimate animations or retreats. W must be held strictly for repositioning, dodging key crowd control, or extending all-ins. If W is burned early, Akali should play far back until it returns rather than attempting flanks or dives. Missing E1 after R1 engage wastes the stun and fails to deliver follow-up damage, allowing targets to survive with low HP and heal or return fire while abilities are on cooldown. The R1-E1 combo rhythm requires immediately casting E after R1 lands to guarantee the mark connection before enemies can flash or dash. If E1 misses, Akali should auto-attack to trigger Q damage, then back off rather than chasing through the enemy team without the E reset. Canceling R2 animation by moving too early deals zero damage on the finisher and leaves Akali stranded in the enemy backline with no damage output and no escape. The R2 execution must fire completely before issuing a move command. If R2 gets canceled, Akali should instantly W to obscure vision and retreat, switching to cleanup mode. Using Q at max energy instead of managing passive procs causes energy starvation during sustained fights, leaving Akali standing in smoke doing nothing while waiting for regeneration. Auto-attacks after Q trigger passive energy restore and bonus damage, with Mayhem attack speed buffs making this even more valuable. Decision mistakes prove equally punishing in Mayhem ARAM, where amplified damage and reduced cooldowns mean bad decisions get punished in under two seconds. Akali cannot brute-force through mistakes like a bruiser. Diving full-HP frontline tanks instead of squishy backline carries wastes the full combo on targets with high resistances and sustain. Akali should use R1 to gap-close past the frontline, then smoke to reposition toward the backline. Engaging before major enemy cooldowns are used results in getting burst down or trapped before W can even be pressed. Key crowd control abilities must be tracked, waiting for enemies to waste big spells on the frontline before committing. Chasing kills into unwarded brushes or enemy tower leads to overextension and collapse. Chases should be limited to R2 execute range, letting targets go if they run past their inhibitor tower. Building pure damage into heavy crowd control or poke compositions results in getting one-shot before reaching melee range. Akali should adapt builds with defensive items like Banshee's Veil, Zhonya's Hourglass, or Spirit Visage depending on the threat. Fighting alone instead of grouping leads to getting caught in 1v3 or 1v5 situations while the enemy takes the ensuing teamfight. Akali excels in the chaos of grouped fights, not isolated 1v1s. When mistakes happen, disengage, reset, and wait for the next window rather than forcing bad fights.
Read full guideFAQ
Akali
Is Akali strong in ARAM: Mayhem? She is a strong pick when you can land her Q consistently and manage her energy with passive procs. Mayhem's faster pace lets her reset more often, but burst damage is higher across the board, so mistimed engages get punished hard. If your team lacks engage, you will feel pressure to force bad dives. What is the best playstyle for Akali in this mode? Play as a dive assassin who waits for cooldowns to drop before going in. Use shroud to reposition and dodge key abilities, not just to hide. You want to flank squishies after the initial frontline clash, when enemy peel tools are on cooldown. How do I use her Passive effectively? Always auto-attack after casting Q when the ring appears, since the empowered attack restores energy and deals bonus damage. In extended fights, weave these procs between abilities or you will run dry quickly. Kite backwards while charging the empowered auto to create space before re-engaging.
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