R > Q > W > E
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 2,650
- Price
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 3,250
- Price
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
- Total Price
- 2,650
- Price
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 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
- 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.
Situational itemstop 12
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
47.82%- Total Price
- 3,250
- Price
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
46.85%- 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.
47.62%- 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.
48.58%- 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.
47.51%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
50.30%- Total Price
- 2,700
- Price
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
48.67%- Total Price
- 3,000
- Price
- 1,050
+95 Ability Power +40% Magic Penetration
47.21%- 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%.
48.02%- Total Price
- 3,000
- Price
- 200
+105 Ability Power +40 Magic Resist Annul Grants a Spell Shield that blocks the next enemy Ability.
51.78%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
49.19%- Total Price
- 2,750
- Price
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
48.11%Starting items
- Total Price
- 1,100
- Price
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
48.18%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
47.82%- Total Price
- 1,200
- Price
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
47.82%- Total Price
- 250
- Price
- 250
+5 Ability Haste
45.93%- Total Price
- 1,100
- Price
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
45.93%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Damaging an enemy champion with an ability summons a Void Scar at the location they were damaged for 6 seconds (0. 75 -second cooldown per target). If another Void Scar is summoned within 1250 units, through the same condition, both Void Scars are consumed to create a rift to the void between them that converges over 0. 6 seconds and has a width of 250 units. Enemies within the rift are dealt 100 – 450 (based on level) (+ 5. 5 per 1 Lethality) (+ 5. 5 per 1 flat magic penetration) magic damage and slowed by 99% decaying over 1 second. View augment details | Prismatic | T1 | 51.31% | 7.49% | 953 |
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 | 48.57% | 4.68% | 595 |
Gain ability haste equal to 30% AP . View augment details | Prismatic | T1 | 47.96% | 7.15% | 909 |
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 | 47.83% | 5.80% | 738 |
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 | T1 | 47.43% | 4.13% | 525 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T1 | 47.28% | 4.91% | 624 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 47.07% | 6.31% | 803 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T1 | 46.99% | 7.31% | 930 |
【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 | 46.87% | 12.30% | 1,564 |
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 | 46.84% | 6.21% | 790 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T1 | 46.60% | 7.41% | 942 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 46.26% | 5.25% | 668 |
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 | 45.98% | 12.82% | 1,631 |
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 | 45.80% | 7.59% | 965 |
Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn. View augment details | Gold | T1 | 45.79% | 5.32% | 677 |
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 | 45.74% | 8.11% | 1,032 |
Immobilizing or grounding an enemy champion grants you 6 bonus Attack Damage or 10 Ability Power ( Adaptive ), stacking infinitely (5 second cooldown per cast instance ). Lose 50% of stacks on death. View augment details | Silver | T1 | 45.67% | 4.99% | 635 |
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 | 45.61% | 21.32% | 2,712 |
Scoring a champion takedown causes the area around the slain champion to explode in a 500 unit radius, dealing adaptive damage to enemies within equal to 15% of their current health and leaving behind a zone for 1. 5 seconds that slows enemies within by 60%. View augment details | Gold | T1 | 45.51% | 5.34% | 679 |
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 | 45.29% | 6.01% | 764 |
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 | 45.22% | 11.11% | 1,413 |
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 | 45.14% | 11.72% | 1,491 |
Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap View augment details | Silver | T1 | 44.94% | 4.90% | 623 |
Grants 20 – 80 (based on level) ability power . View augment details | Silver | T1 | 44.69% | 10.73% | 1,365 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 44.64% | 10.34% | 1,315 |
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 | 44.21% | 13.30% | 1,692 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T1 | 44.09% | 8.51% | 1,082 |
Critical strikes against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 20 – 100 (based on level) magic damage (4 second cooldown). Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 39.92% | 4.10% | 521 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T2 | 55.85% | 1.48% | 188 |
Gain Shaco's Backstab , Deceive and Hallucinate's explosion. Replace a summoner spell with Deceive . Passive - Backstab: Your basic attacks deal 20 – 35 (based on level) (+ 50% bonus AD) (+ 35% AP) bonus physical damage on-hit when hitting an enemy from behind. Active - Deceive: Become invisible for up to 3 seconds and blink to the target location within 400 units after a 0. 125 -second delay. Your next basic attack while in stealth deals 100 (+ 150% bonus AD) (+ 55% AP) bonus physical damage , increased to [ 155 (+ 232. 5 % bonus AD) (+ 85. 25 % AP) bonus physical damage ] if Backstab was applied (45 second cooldown). Passive - Hallucinate Death: Upon your death, release an explosion in a 350 radius of your death location, dealing 25% of target's maximum health true damage to enemies within. Additionally, you deploy a box at the location of your death that instantly fears nearby enemies for 1 second. This box does not attack but lasts for 3 seconds. View augment details | Prismatic | T2 | 51.89% | 1.67% | 212 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 51.60% | 1.97% | 250 |
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 | 49.35% | 2.42% | 308 |
Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration View augment details | Gold | T2 | 49.17% | 2.85% | 362 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T2 | 48.92% | 1.46% | 186 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 47.92% | 3.22% | 409 |
Gain the Arcane Comet and Summon Aery keystone runes. View augment details | Gold | T2 | 47.82% | 3.24% | 412 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 47.59% | 1.47% | 187 |
Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Gold | T2 | 47.57% | 2.26% | 288 |
Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance . View augment details | Silver | T2 | 47.48% | 1.87% | 238 |
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 | 47.44% | 3.53% | 449 |
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 | 47.35% | 3.70% | 471 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T2 | 47.34% | 2.96% | 376 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 47.27% | 3.46% | 440 |
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 | 47.13% | 1.92% | 244 |
Grants 50% critical strike chance . View augment details | Gold | T2 | 47.06% | 1.47% | 187 |
Grants 60 ability haste . View augment details | Gold | T2 | 46.68% | 3.20% | 407 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 46.26% | 1.78% | 227 |
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 | 45.53% | 1.85% | 235 |
Damaging abilities against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 10 – 30 (based on level) (+ 7% bonus AD) (+ 7% AP) magic damage (5 second cooldown). Additionally, gain 15% critical strike chance . View augment details | Silver | T2 | 44.35% | 3.69% | 469 |
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 | 44.20% | 3.18% | 405 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T2 | 44.19% | 3.11% | 396 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T2 | 43.85% | 2.49% | 317 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T2 | 43.75% | 1.64% | 208 |
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 | T2 | 43.57% | 1.89% | 241 |
Immobilizing or grounding an enemy champion grants 10 bonus armor and bonus magic resistance for 10 seconds, stacking up to 10 times for a total of 100 bonus resistances, and refreshing on subsequent triggers (5 second cooldown per cast instance ). View augment details | Silver | T2 | 43.44% | 1.74% | 221 |
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 | T2 | 43.09% | 2.96% | 376 |
Your ability hits against champions apply a Burn for 3 seconds that deals [ 2 – 20 (based on level) (+ 4. 6 % bonus AD) (+ 2% AP) bonus magic damage per second] (1 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. Additionally, all of your Burn effects reduce the cooldowns of all your basic abilities by 0. 08 seconds for each tick of damage they deal to a target. View augment details | Prismatic | T2 | 42.64% | 2.56% | 326 |
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 | 42.20% | 3.07% | 391 |
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 | T2 | 42.08% | 1.74% | 221 |
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 | T2 | 42.05% | 2.23% | 283 |
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 | T2 | 41.41% | 2.01% | 256 |
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 | T2 | 41.36% | 3.46% | 440 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 40.78% | 2.81% | 358 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 40.69% | 1.60% | 204 |
Immobilizing or grounding an enemy champion summons a comet above them that lands at their current location after 1 second, dealing 50 – 150 (based on level) (+ 40% AP) (+ 4% of your maximum health) magic damage to enemies within the area (6 second cooldown per target per cast instance ). View augment details | Prismatic | T2 | 40.49% | 3.84% | 489 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T2 | 40.13% | 2.47% | 314 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T2 | 40.09% | 1.78% | 227 |
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 | 60.71% | 1.10% | 140 |
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 | 51.75% | 0.90% | 114 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 50.00% | 1.29% | 164 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T3 | 50.00% | 0.77% | 98 |
Gain 15% omnivamp . View augment details | Silver | T3 | 48.60% | 0.84% | 107 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T3 | 48.15% | 1.06% | 135 |
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 | 47.76% | 1.05% | 134 |
Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ). View augment details | Silver | T3 | 47.75% | 0.87% | 111 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 47.70% | 1.37% | 174 |
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 | T3 | 47.29% | 1.01% | 129 |
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 | 47.11% | 0.95% | 121 |
Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) . View augment details | Silver | T3 | 46.96% | 1.42% | 181 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T3 | 46.11% | 1.31% | 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 | 46.02% | 1.38% | 176 |
Your slowing effects reduce the movement speed of targets by an additional 75 . View augment details | Silver | T3 | 45.61% | 0.90% | 114 |
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 | 44.72% | 0.97% | 123 |
Your abilities now have a health cost of 5% current health to cast them. In return, you gain ability power based on your missing health , up to 75 – 150 (based on level) at 70% missing health , 0% – 50% (based on missing health) bonus movement speed , and 0% – 20% (based on missing health) omnivamp . View augment details | Prismatic | T3 | 44.38% | 1.26% | 160 |
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 | T3 | 44.21% | 0.75% | 95 |
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 | 43.44% | 0.96% | 122 |
Automatically cast a modified version of Lissandra's Ring of Frost , creating a cold pulse around you in 450 radius that roots nearby enemies for 1. 25 seconds (6. 5 second cooldown). This modified ability does not deal damage. View augment details | Silver | T3 | 43.43% | 0.78% | 99 |
Your critical strikes grant you 6% bonus attack speed for 6 seconds, stacking up to 10 times for a total of 60% . Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 43.24% | 1.16% | 148 |
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 | 42.29% | 1.38% | 175 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T3 | 42.24% | 1.27% | 161 |
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 | T3 | 41.67% | 0.75% | 96 |
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 | T3 | 41.21% | 1.30% | 165 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T3 | 40.83% | 0.94% | 120 |
Gain Leona's Sunlight . Sunlight: Your damaging abilities mark enemies, causing them to take 40 – 200 (based on level) bonus magic damage from your ally's next basic attack or ability hit against them (0. 75 -second cooldown per target). View augment details | Gold | T3 | 40.74% | 0.85% | 108 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T3 | 40.35% | 0.90% | 114 |
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 | T3 | 39.80% | 0.77% | 98 |
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 | T3 | 39.66% | 0.91% | 116 |
Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed . View augment details | Prismatic | T3 | 39.22% | 1.20% | 153 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 38.96% | 1.21% | 154 |
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 | 37.39% | 0.90% | 115 |
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 | 37.38% | 0.84% | 107 |
You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal pre-mitigation. View augment details | Prismatic | T3 | 31.19% | 0.86% | 109 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T3 | 30.19% | 0.83% | 106 |
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 | 56.36% | 0.43% | 55 |
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 | T4 | 54.88% | 0.64% | 82 |
Damaging basic attacks or abilities against enemy champions deal 50 – 150 (based on level) (+ 40% bonus AD) (+ 20% AP) bonus magic damage , and grant you 30 and 25% bonus movement speed for 1. 5 seconds (30 second cooldown per champion). View augment details | Prismatic | T4 | 54.67% | 0.59% | 75 |
Hitting an enemy champion with a basic ability while located at least 700 units away from them at the time of the hit reduces its current cooldown by 80% of its total cooldown, modified to 65% for damage over time abilities. View augment details | Gold | T4 | 49.25% | 0.53% | 67 |
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 | T4 | 48.65% | 0.58% | 74 |
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 | 47.83% | 0.54% | 69 |
Immobilizing or grounding an enemy champion heals you for 30 – 250 (based on level) (+ 1. 5 % maximum health) (5 second cooldown per cast instance ). View augment details | Silver | T4 | 47.69% | 0.51% | 65 |
Deal 1% increased damage per 10 movement speed you have more than the target. View augment details | Silver | T4 | 47.67% | 0.68% | 86 |
获得?技能急速(40%%i:scaleCrit%)。 View augment details | Silver | T4 | 47.06% | 0.40% | 51 |
周期性地出现一个小蛋糕快速飞越整个大桥。接住小蛋糕会获得50 %i:goldCoins%金币。小蛋糕还会为你和附近的友军回复? + ?已损失生命值,但你们会被施加持续0.5秒的?减速。你的小蛋糕每治疗1000生命值,就会提供150 %i:goldCoins%金币。获得治疗的总和:?已赚取的金币:? View augment details | Prismatic | T4 | 46.58% | 0.57% | 73 |
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 | 46.38% | 0.54% | 69 |
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 | T4 | 45.12% | 0.64% | 82 |
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 | T4 | 44.57% | 0.72% | 92 |
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 | 44.44% | 0.71% | 90 |
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 | 43.14% | 0.40% | 51 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T4 | 42.86% | 0.72% | 91 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T4 | 42.86% | 0.44% | 56 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 42.19% | 0.50% | 64 |
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 | 41.86% | 0.68% | 86 |
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 | 40.63% | 0.50% | 64 |
Immobilizing or grounding an enemy champion inflicts them with a Burn for 5 seconds, dealing magic damage equal to [ 0. 8 % of the target's maximum health per second] (5 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. View augment details | Silver | T4 | 40.26% | 0.61% | 77 |
Your Energized attacks against targets not hit by your previous Energized attack do not consume any Energize stacks on-hit. Additionally, when fully Energized , your next basic attack deals bonus magic damage on-hit equal to 10% of the target's current health . View augment details | Silver | T4 | 40.00% | 0.43% | 55 |
Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%. View augment details | Gold | T4 | 38.98% | 0.46% | 59 |
Gain ( 250 / 150) bonus attack range. View augment details | Prismatic | T4 | 38.18% | 0.43% | 55 |
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 | 37.78% | 0.71% | 90 |
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 | 36.11% | 0.57% | 72 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T4 | 36.07% | 0.48% | 61 |
Grants 60% bonus attack speed . View augment details | Silver | T4 | 32.56% | 0.68% | 86 |
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 | T4 | 31.15% | 0.48% | 61 |
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 | 28.57% | 0.50% | 63 |
Kennen Skill Combos
Extracted from the skill order guide
R > W > Q > E (Condition: W Augment grants bonus effects)
R > E > W > Q (Condition: E Augment grants mobility or damage reduction)
Kennen Counters
Counters and threats extracted from the matchup guide
Counters
5Kennen counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
6Kennen is countered by these champions in ARAM: Mayhem.
Read counter detailsKennen Team Comp Highlights
Partner patterns extracted from the team comp guide
What Kennen Needs Most
Hard Engagement: Teammates who can start a fight from long range, forcing enemies to burn cooldowns before Kennen commits.
Synergy Mechanism: Amumu lands Bandage Toss and follows with Curse of the Sad Mummy. This holds enemies in place for Kennen’s entire ultimate duration. Combo: Amumu engages and ults. Kennen uses Lightning Rush or Mark to enter the cluster and pops Slicing Maelstrom immediately. Best Scenario: The enemy team is grouped near a tower or objective. Amumu traps three or more targets, and Kennen deletes them before the stun ends. Enemy Answer: Quick reaction crowd control like Janna’s monsoon or Alistar’s headbutt to cancel Kennen’s channel or push him away. Failure Risk: If Amumu misses his Q, the engage falls apart. Kennen diving alone into a grouped enemy team without the setup usually results in instant death. Recovery: If the combo fails, Kennen must flash out or use Zhonya’s immediately. The team should kite backward while his cooldowns reset.
Malphite – The unstoppable force.
Synergy Mechanism: Malphite’s Unstoppable Force cannot be interrupted. He creates a perfect landing zone for Kennen’s area-of-effect damage. Combo: Malphite R’s the backline. Kennen follows the slam with his own R, layering stuns on top of the knockup. Best Scenario: Enemies are hiding behind minions or tanks. Malphite ignores the frontline and crashes into the carries, and Kennen cleans up. Enemy Answer: Flash or mobility skills to escape the impact zone. A support with a shield like Lulu can mitigate the burst if they react fast enough. Failure Risk: Malphite goes in too deep without backup. Kennen might be too far away to assist in time, leaving Malphite to die for nothing. Recovery: Kennen should hold his ultimate if he cannot reach the fight. Use it defensively to stun divers chasing the backline instead.
Yasuo – The windwall and steel tempest synergy.
Synergy Mechanism: Kennen’s ultimate applies multiple stacks of Mark of the Storm rapidly. This sets up Yasuo’s Last Breath perfectly on multiple targets. Combo: Kennen engages with R and stuns the group. Yasuo uses his own R on the suspended targets. Yasuo’s windwall also protects Kennen from incoming projectile damage during the dive. Best Scenario: A chaotic melee in the middle of the bridge. Kennen’s stuns keep enemies still long enough for Yasuo to weave through them with his blade. Enemy Answer: Hard crowd control on Yasuo before he can ult. Knockbacks like Tristana’s Buster Shot ruin the combo. Failure Risk: Yasuo gets caught out early and dies. Kennen is then left without a finisher, turning a potential team-wipe into a trade. Recovery: Kennen should play more conservatively, using his stun to peel for the remaining carries rather than looking for a risky engage.
Leona – The chain-CC lockdown.
Synergy Mechanism: Leona offers extended crowd control with her passive and abilities. She can hold a single high-value target in place indefinitely. Combo: Leona lands her E, Q, and R on a priority target. Kennen adds his own stun chain, effectively removing one player from the game for four or more seconds. Best Scenario: Picking off an enemy who overextends for poke. This creates a 4v5 advantage before the main fight starts. Enemy Answer: Cleanse or Quicksilver Sash on the target. A dedicated peeler like Braum can also block Kennen’s passive procs. Failure Risk: The target is too tanky to burst down. The team wastes all cooldowns on a support or tank while the enemy carries deal free damage. Recovery: Disengage immediately. Kennen and Leona have expended their major cooldowns, so the team must reset before re-engaging.
Orianna – The ball delivery service.
Kennen ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Fight Tempo | Kennen plays patient, waiting for the perfect Slicing Maelstrom opportunity. He exists as a zone controller who wins fights with one decisive button press. | Augments and accelerated pacing transform Kennen into a sustained damage dealer who can initiate skirmishes repeatedly, with shrunk downtime windows between ultimates. | Stop waiting for one perfect fight; apply constant, sustainable pressure instead. |
| Skill Prioritization | Follows a rigid R > W > Q > E max path. Q serves as poke and setup, while W passive procs are held for guaranteed stuns. | Skill order stays flexible based on augments. Q becomes a primary tool if empowered. Use abilities freely and don't sit on W charges. | Read your augment and adapt your skill order to maximize its synergy. |
| Snowball Usage | Mark dash is Kennen's best friend for high-commitment flash-ult engages that often leave him dead but hopefully win the fight. | Faster revives make Snowball engages less all-or-nothing. Sometimes just closing gap for a W proc is better than forcing hero plays. | Use Snowball for constant pressure rather than betting everything on one engage. |
| Item and Rune Logic | Rocketbelt into Zhonya's is standard to guarantee getting ult off and surviving focus fire. Electrocute or Dark Seal stacking is common. | Zhonya's is less essential since dying isn't disastrous. Sustain runes gain value for frequent skirmishing over one perfect trade. | Skip defensive rush if augments provide survivability; prioritize damage or sustain. |
| Teamfight Spacing | Spacing is about finding flank angles. Hide in bushes, wait for enemies to clump, then go in to cover as many targets as possible. | Fights are messier with constant respawns. Perfect five-man ults are rarer, but three-man ults are valuable since you can repeat them soon. | Don't over-hold for dream plays; take good engages, reset, and re-engage. |
Champion Analysis
Role / Current performance
Kennen the Heart of the Tempest serves as a controlling mage in Hextech Mayhem, leveraging dramatically reduced cooldowns to unleash lightning attacks and stun enemies with unprecedented frequency. His core identity combines the roles of lightning mage, mark-based stunner, and AoE crowd control specialist, making him one of the most controlling mages in the mode. Kennen's strategic value stems from his ability to rapidly stack lightning marks on enemies through frequent ability casts, with his passive, Mark of the Storm, stunning any target that accumulates three stacks. This stun mechanic becomes exponentially more threatening in Hextech Mayhem, where the accelerated pace of combat allows Kennen to maintain near-constant pressure on enemy teams. Kennen's positioning and damage pattern revolve around aggressive engagement and battlefield control. His Q ability, Thundering Shuriken, fires a lightning shuriken for rapid mark stacking from a distance, while his W ability, Electrical Surge, serves as his primary damage tool by firing lightning attacks and triggering mark effects for sustained damage and stuns. His E ability, Lightning Rush, functions as his core mobility tool, transforming him into lightning for rapid movement while damaging and marking enemies in his path. This ability enables flexible repositioning and contributes to rapid stacking, allowing Kennen to reposition aggressively or escape dangerous situations while continuing his offensive pressure. The centerpiece of Kennen's strategic value is his ultimate, Slicing Maelstrom, which creates a lightning storm around him that continuously damages and marks enemies within range. In Hextech Mayhem, this ability almost always covers the entire enemy team, delivering catastrophic AoE damage and group stuns that can single-handedly decide teamfights. This makes Kennen exceptionally valuable for initiating engagements or turning enemy advances into devastating counterattacks. His ability to stun multiple targets simultaneously transforms him into a teamfight anchor who can neutralize enemy threats while his allies capitalize on the disruption. Kennen's practical strategic value lies in his capacity to control the pace and outcome of engagements through his stun mechanics. Players should prioritize positioning that allows his ultimate to affect as many enemies as possible, using Lightning Rush to reach optimal positions before unleashing Slicing Maelstrom. His sustained damage output through frequent Electrical Surge casts ensures that even outside of his ultimate cooldown, he remains a consistent threat capable of locking down priority targets. The combination of mobility, sustained damage, and game-changing crowd control establishes Kennen as a dominant force in Hextech Mayhem whose presence demands respect from enemy teams.
Core Tips
Long-form tips / Play pattern
Kennen in Mayhem functions as a dive bomber rather than a poke mage, living and dying by ultimate timing. The ideal engage targets enemies clustered near their frontliners, using a Snowball mark on a squishy target or a tank standing near carries. Dash in, activate the ultimate immediately, then use E to reposition or chase. Do not hold the ultimate for a perfect five-man stun when already winning fights; a three-man ultimate used off-cooldown often beats waiting for a flashy play that never materializes because of poke damage. Trigger the W passive mark before engaging by auto-attacking a target to apply Mark of the Storm, then waiting for the cooldown to tick. This allows the W active to be used immediately after engaging to spread stuns faster. In Mayhem's accelerated environment, two or three W procs in a single extended skirmish are common. When enemies dive the backline, switch from assassin to zone controller. Save the ultimate for the moment they commit, dropping R on top of teammates to peel divers with stun layers. This is often safer than flanking a protected backline. Use E defensively to escape bad spots, combining it with a Q behind to slow pursuers. The movement speed from E allows outrunning most melee threats with fast reactions. Do not fight at 30% HP without the ultimate; run and reset instead. Stay on the edges of fights on the Howling Abyss, close enough to land auto-attacks or Q but far enough to react to hooks. Use side bushes to break line of sight, forcing face-checks into stun combos. Avoid standing directly behind tanks in straight lines since Mayhem augments often have cleave effects; stand slightly to the side so missed shots on tanks do not clip you. Prioritize disrupting enemy damage dealers rather than wasting full combos on tanks. Stunned carries deal zero damage. If the backline is unreachable, chain-stun diving bruisers to buy time for your team. Track enemies who have used Quicksilver or cleanse effects and target them when Snowball is available. Do not throw Snowball randomly; use it to check bushes or force reactions. Before flying in, confirm teammates are in follow-up range. Snowball can also gap-close without commitment by hitting a minion near enemies, waiting for the dash timer to almost expire, then using the second cast to reposition and bait cooldowns. Save ability casts for clusters when augments revolve around stunning or hitting multiple targets. If augments grant damage reduction or healing on ultimate activation, be aggressive. Adapt rhythm based on augments: weave auto-attacks between spells for damage-over-time or on-hit effects, or dump the full rotation for pure ability power burst augments. Control waves with Q and passive procs. Push enemies under tower with health advantages to force choices between clearing and fighting. Against strong wave-clear mages, let the wave come and look for counter-engage on oversteps. When the ultimate is down, pull back, clear the wave, and let cooldowns reset rather than forcing fights. Wait for enemies to use major crowd control on frontliners before diving. Once enemy ultimates are burned, Snowball in, E for speed burst, and R on the backline. Ensure sufficient health or Zhonya's active ready for tower aggro. Ping targets before engaging; solo dives in Mayhem usually result in quick death due to significant respawn timers and gold bounties. When behind, play for stuns rather than kills. Use Q to safely clear waves, protect damage dealers with defensive ultimates, and build defensive items earlier to survive initial burst. Wait for overextended enemies to make mistakes, then punish with point-blank ultimates.
Read full guidePlaystyle Guide
Playstyle / Team structure
Kennen the Heart of the Tempest transitions through three distinct phases in ARAM: Mayhem, evolving from a cautious poke champion into a devastating team-fight initiator. In the early game, position near your front wave but off to the side, creating clear angles for Thundering Shuriken to hit champions hiding behind minions. Avoid walking straight forward, as overextending for a mark invites hooks and stuns. Use side brush or bridge edges to establish off-angle poke. Your trading rhythm consists of landing a Shuriken, auto-attacking if in range, and backing off. Apply Mark of the Storm once or twice, but never chase for the third stack unless enemies are already low and overextended. Snowball serves as your escape and setup tool rather than primary damage. If it lands, holding the mark forces enemies back, creating space to poke others. Save the dash for when Electrical Surge can spread marks to nearby enemies. Push the first wave hard to secure level two first, then look for Shuriken harass on enemies last-hitting under tower. Survive to level six without recalling, using health relics and natural regeneration to stay in lane. Once Slicing Maelstrom becomes available, Kennen shifts from a side-poker to a flank threat. Stay near your team but not on top of them, close enough to engage on opportunities but far enough to avoid poke. Use side brushes frequently, as appearing from unexpected angles is far more threatening than walking straight down the middle. Your trading rhythm now centers on burst windows. Look for Shuriken or Snowball marks, then use Electrical Surge to spread the stun. When two or more enemies group together, activate your ultimate and dive in. Never use your ultimate for single-target poke unless securing a kill on a high-value target. Snowball becomes your primary engage tool. Mark a squishy backline target, wait for your team to position, then dash in and immediately activate your ultimate. Against strong disengage champions like Janna or Gragas, wait for them to use knockbacks before committing. Push with your team and never split off alone, as you are too valuable in group fights. Identify the enemy carry and plan engages around reaching them, turning 5v5s into 4v5s by stunning and bursting their primary threat. In the late game, positioning is everything and one bad engage loses the game. Stay behind your frontline until the right moment, never walking up to poke if it means entering hook, stun, or burst range. Your role is follow-up or flank, not front-line tank. Wait for enemies to group in choke points or around objectives. When three or more cluster, Snowball in, ultimate, use Electrical Surge, and activate Zhonya's if available. Without Zhonya's, timing must be even more careful, as diving without survival means dying before stuns land. Snowball on minions offers escape if fights go wrong, and marking a minion near enemies lets you dash to it before flash-ultimating into their backline for a high-risk, high-reward play. When behind, stall and look for counter-engages when enemies overextend. When ahead, group and siege, forcing fights on your terms. After a successful fight with multiple stuns, push immediately to end the game. Late-game Kennen revolves around one good ultimate, so make it count.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Kennen the Heart of the Tempest transforms into one of the most oppressive zone controllers in Mayhem when snowballing ahead. When ahead, his win condition shifts from searching for good ultimate opportunities to forcing fights whenever cooldowns are available and daring enemies to engage. Trigger conditions for an ahead state include securing an early double or triple kill, obtaining strong early augments like Electroshock or Zap Zone while opponents have weak options, or hitting level 6 two or more waves before enemy carries. This timing window allows Kennen to eliminate targets who have not yet itemized magic resist. When ahead, Kennen should stop playing for poke because his damage becomes high enough that full combos kill rather than chip. Pushing the wave hard with passive marks and walking forward past the minion line forces enemies to cede ground due to the ultimate threat. If they respect the zone, Kennen takes tower plates for free. If they disrespect it, a flash-ultimate on their stacked formation ends the fight instantly. Snowball should be used aggressively to start fights rather than escape, as Mayhem's reduced cooldowns mean it is available for almost every engagement. Landing it on a squishy target, dashing in, and triggering the ultimate results in either a kill or a blown flash, both being wins when ahead. Kennen should target the enemy's win condition directly, holding cooldowns to flank and delete hyper-carries rather than wasting the ultimate on frontline targets. Mayhem augments solve Kennen's traditional problems. Range-boosting augments eliminate safety issues, removing the need to flash to start good fights. Damage-boosting augments allow earlier hybrid or penetration builds to one-shot enemies trying to itemize defensively. The augment system accelerates power spikes and removes windows where enemies could survive through magic resist. When behind, Kennen must accept a different role as a disengage tool and setup for actual damage dealers rather than the primary carry. Trigger conditions include failed early all-ins, counter-pick disadvantages against heavy poke compositions, and bad augment rolls providing utility or defensive options while enemies gain raw damage. Behind Kennen should play for the backline, holding the ultimate for when enemies commit to diving carries. Building for utility and survival with items like Zhonya's Hourglass and magic penetration ensures reduced damage still matters. Snowball should be used strictly for repositioning rather than engaging. Defensive augments provide durability to survive burst, while cooldown-reduction augments increase value as a zone controller through more frequent ultimates. Key throw avoidance when ahead includes not diving the fountain, tracking anti-ultimate tools like Zhonya's Hourglass or Soraka's silence, and respecting respawn timers late in the game. When behind, Kennen should not force flanks, chase kills into fog, or defend towers alone after an ace. The key to playing from behind is patience, waiting for enemies to over-extend or dive without proper backup, then punishing with the ultimate. One good fight can swing the game back due to Mayhem's high gold bounties, but Kennen must be alive with cooldowns ready when that moment comes.
Read full guideChampion Background
Lore / Identity / Text block
Kennen is a burst mage and teamfight disruptor who wins by stacking Mark of the Storm on multiple targets, then stunning them at critical moments. In Mayhem ARAM, shortened cooldowns allow him to fish for stuns constantly, but his range is only decent. Playing too far back renders him ineffective, while going in without a plan gets him deleted. Every ability must set up the next one. The passive, Mark of the Storm, is the foundation of his gameplay. Abilities apply stacks, and at three stacks the target is stunned while Kennen restores Energy. The stun has a short internal cooldown per target, preventing perma-stuns without help. In Mayhem, reduced cooldowns mean multiple stuns can trigger in one extended fight. The Energy restore fuels the next cycle, making landing the third stack about both control and sustainability. Stacks are applied by Q, W passive auto-attacks, W active, E, and R, allowing players to mix and match. The easiest quick stun combines Q into W active into an auto, or E onto a creep into Q into W. The stun creates the kill window, and Kennen rarely kills a healthy target without it. In teamfights, the goal is stunning two or three people simultaneously rather than single-target picks. Opponents can see their stack count, and smart players back off or use cleanses, Quicksilver, or untargetability abilities when they reach two stacks. Wasting a stun on a minion or low-value target right before a fight loses Kennen's biggest threat, as the internal cooldown prevents that target from being stunned again for several seconds. Q, Thundering Shuriken, is a linear skillshot that deals magic damage and applies a Mark stack. Minions block it, so players must aim around or over the wave. Q serves as poke, a check, and a way to finish stuns from distance. The Energy cost adds up if spammed without hitting. It is usually the first or last piece of a stun combo. Maxing Q first provides reliable damage, shorter cooldown, and better poke. A missed Q leaves fewer options to finish a stun, and whiffing Q while someone has two stacks loses kill pressure until it returns. W, Electrical Surge, has a passive that periodically empowers auto-attacks with bonus damage and a Mark, and an active that sends a surge to all nearby marked enemies, dealing damage and applying another stack. The active is Kennen's AoE burst and stun finisher, while the passive enables short skirmish trades. The active hits every marked enemy in a large radius without requiring a target in center, allowing safe damage and stack application from distance. W active is the glue of Kennen's combos. Saving W for when multiple people are marked maximizes value, as using it on one person wastes half the potential. Using W when no one is marked does zero damage and applies no stacks. E, Lightning Rush, turns Kennen into a lightning ball, granting movement speed, ignoring unit collision, dealing damage to enemies passed through, and granting Armor and Magic Resist. Passing through enemies applies a Mark. E serves as engage, escape, and a way to apply Marks to multiple people. The defensive stats help survive initial burst when diving. Hard CC stops Kennen mid-E, and attacking or casting ends the ability early. Max E last, taking one point early for utility. R, Slicing Maelstrom, summons a storm around Kennen that pulses damage and Marks to random nearby enemies, prioritizing champions. Damage ramps up on targets hit by multiple pulses. R turns messy fights into wins, and in Mayhem the cooldown is shorter than on Summoner's Rift.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Kennen the Heart of the Tempest can single-handedly turn lost fights in ARAM: Mayhem, but his power comes with a high cost. One bad angle or wasted cooldown transforms a game-winning engage into a suicide run. Mechanical mistakes often begin with wasting the W1 active on minions when no enemies are marked. This pushes the wave but sacrifices Kennen's primary poke tool, leaving him as a melee-range mage with no damage when the actual fight begins. Players should save W1 and only activate it when lightning bolts appear above enemy heads. Missing Q at point-blank range is another critical error that occurs when panic-casting Thundering Shuriken while standing on top of an enemy. The projectile travels too fast at close range and flies past the target hitbox, eliminating Kennen's only reliable single-target stun setup. The correct approach is clicking slightly behind the enemy or using W passive auto-attacks to set up a stun first, saving Q for when opponents try to flee. Canceling E mid-dash by issuing a movement command or flash during Lightning Rush stops Kennen's movement, loses the speed burst, and leaves him in human form surrounded by enemies. Players should let the ability finish and trust the pathing, only flashing after the E duration ends. Overlapping stuns on the same target wastes the second stun duration and triggers diminishing returns on crowd control, making enemies immune or resistant to subsequent stuns. The solution involves watching the stun duration bar and applying the third mark just as the first stun ends to chain crowd control effectively. Decision mistakes carry even heavier consequences. Engaging without R in Mayhem means Kennen lacks the burst to kill anyone since healing and damage are amplified in this mode. Without Slicing Maelstrom's massive AOE damage and stun layering, he goes in, deals minimal damage, and dies while opponents heal back up. Players should poke with Q and W, only hard engaging with E when R is ready or when catching isolated targets. Using E to travel through the entire enemy team gives the frontline free damage as Kennen passes through, leaving him with low health and no escape tool by the time he reaches the backline. Instead, Kennen should use E to flank from side bushes, engaging from angles where he passes through only one or two targets. Hoarding W2 for the perfect moment often results in never using the empowered auto-attack at all, effectively playing without one ability. Players should use W2 on the highest priority target available, whether that is a tank or a squishy. Zhonya's timing represents a critical check: activating too early wastes R damage ticks while enemies walk out of the radius, while activating too late means dying before the item triggers. The correct timing is when enemy focus shifts to Kennen, typically after R has applied at least one stun layer but before enemy hard CC or burst lands. Ignoring Snowball as a setup tool misses free marks, since Snowball applies Mark of the Storm in Mayhem. Using it on the target Kennen wants to kill allows follow-up with W active to instantly spread marks or Q to secure the stun. Kennen lives and dies by cooldown management, and players who stagger their marks, respect R cooldown, and use E to reposition become unkillable stun machines.
Read full guideFAQ
Kennen
Is Kennen strong in ARAM: Mayhem? He is a top-tier teamfight menace because Mayhem's accelerated gold and experience let him hit his power spikes much earlier than normal. He creates massive zone pressure once he has his ultimate, forcing enemies to spread out or die. The tradeoff is that he is squishy and dies fast if he dives without backup or gets caught out before a fight starts. What is the best playstyle for Kennen in this mode? Play like a burst mage during the poke phase, then switch to an engage diver once teamfights break out. Use your ranged auto-attacks and Q to chip down enemies and stack your passive before going in. You want to look for angles where you can hit multiple people with your ultimate, not just chase one low-health target. Which augment should I pick at the start? Prioritize augments that boost your ultimate radius, duration, or ability power, as his entire teamfight presence revolves around a good Slicing Maelstrom. Cooldown reduction is also valuable because it lets you fish for engages more often without worrying about wasting a long cooldown. Avoid attack speed or auto-attack specific augments unless you are specifically building for a split-push or dueling style.
Read full guideLatest Guides
Latest Blog Guides
