ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T1 Rank #1

Lillia ARAM Mayhem Build & Best Augments

Lillia role and playstyle: baseline role is AP mage mid-lane style, with a core identity built around sustained DPS. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Key ARAM traits include AoE pressure, wide-area impact, sleep setup, slow control. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Low to medium execution: easy to start, but better movement, spacing, and combo timing raise the ceiling. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Lillia Lillia the Bashful Bloom Mage
TierT1
Rank#1
Win Rate57.84%
Pick Rate0.75%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Blackfire Torch Blackfire Torch Blackfire Torch
Total Price
2,800
Price
700

+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Liandry's Torment Liandry's Torment Liandry's Torment
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%.

Win Rate50.38%
Pick Rate21.95%
#2
Blackfire Torch Blackfire Torch Blackfire Torch
Total Price
2,800
Price
700

+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.

Liandry's Torment Liandry's Torment Liandry's Torment
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%.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Win Rate51.82%
Pick Rate7.23%
#3
Liandry's Torment Liandry's Torment Liandry's Torment
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%.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Total Price
2,600
Price
450

+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.

Win Rate49.30%
Pick Rate5.98%

Situational itemstop 12

Liandry's Torment Liandry's Torment Liandry's Torment
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%.

49.80%
Blackfire Torch Blackfire Torch Blackfire Torch
Total Price
2,800
Price
700

+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.

49.98%
Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

49.36%
Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Total Price
2,600
Price
450

+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.

48.97%
Cosmic Drive Cosmic Drive Cosmic Drive
Total Price
3,000
Price
450

+70 Ability Power +350 Health +25 Ability Haste +4% Move Speed Spelldance: Dealing magic or true damage to champions grants Move Speed for 4 seconds.

50.15%
Riftmaker Riftmaker Riftmaker
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.

50.46%
Zhonya's Hourglass Zhonya's Hourglass Zhonya's Hourglass
Total Price
3,250
Price
450

+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.

48.10%
Morellonomicon Morellonomicon Morellonomicon
Total Price
2,850
Price
400

+75 Ability Power +350 Health +15 Ability Haste Grievous Wounds: Dealing magic damage to champions applies 40% Wounds for 3 seconds.

46.09%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

48.54%
Rabadon's Deathcap Rabadon's Deathcap Rabadon's Deathcap
Total Price
3,500
Price
1,100

+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.

52.71%
Malignance Malignance Malignance
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.

45.95%
Boots of Swiftness Boots of Swiftness Boots of Swiftness
Total Price
1,000
Price
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

51.48%

Starting items

Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.

50.43%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.

50.43%
Haunting Guise Haunting Guise Haunting Guise
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%.

49.76%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.

50.15%

Core items

#1
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Liandry's Torment Liandry's Torment Liandry's Torment
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%.

Win Rate53.64%
Pick Rate8.72%
#2
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Riftmaker Riftmaker Riftmaker
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.

Win Rate49.93%
Pick Rate7.61%
#3
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Liandry's Torment Liandry's Torment Liandry's Torment
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%.

Win Rate47.84%
Pick Rate7.14%

Situational itemstop 12

Riftmaker Riftmaker Riftmaker
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.

48.75%
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

48.21%
Liandry's Torment Liandry's Torment Liandry's Torment
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%.

49.79%
Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

44.32%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

49.65%
Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Total Price
2,600
Price
450

+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.

47.66%
Cosmic Drive Cosmic Drive Cosmic Drive
Total Price
3,000
Price
450

+70 Ability Power +350 Health +25 Ability Haste +4% Move Speed Spelldance: Dealing magic or true damage to champions grants Move Speed for 4 seconds.

46.29%
Blackfire Torch Blackfire Torch Blackfire Torch
Total Price
2,800
Price
700

+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.

48.72%
Bloodletter's Curse Bloodletter's Curse Bloodletter's Curse
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%.

48.60%
Rabadon's Deathcap Rabadon's Deathcap Rabadon's Deathcap
Total Price
3,500
Price
1,100

+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.

53.74%
Boots of Swiftness Boots of Swiftness Boots of Swiftness
Total Price
1,000
Price
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

51.16%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

53.00%

Starting items

Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Total Price
1,300
Price
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

48.31%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

46.20%
Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Total Price
1,300
Price
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

46.20%
Haunting Guise Haunting Guise Haunting Guise
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%.

47.93%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
65.43%
Pick Rate
16.77%
Games
3,115

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
PrismaticT165.43%16.77%3,115
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
63.90%
Pick Rate
15.26%
Games
2,834

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
GoldT163.90%15.26%2,834
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
61.94%
Pick Rate
7.89%
Games
1,466

Gain one random Prismatic augment, excluding the other two offerings in your current assortment.

View augment details
GoldT161.94%7.89%1,466
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
60.66%
Pick Rate
9.97%
Games
1,853

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
GoldT160.66%9.97%1,853
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
60.49%
Pick Rate
10.93%
Games
2,030

Gain ability haste equal to 30% AP .

View augment details
PrismaticT160.49%10.93%2,030
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
60.47%
Pick Rate
15.58%
Games
2,894

Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds.

View augment details
SilverT160.47%15.58%2,894
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
60.35%
Pick Rate
7.47%
Games
1,387

Grants 20 – 80 (based on level) ability power .

View augment details
SilverT160.35%7.47%1,387
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
60.32%
Pick Rate
20.09%
Games
3,732

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
GoldT160.32%20.09%3,732
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
60.06%
Pick Rate
13.11%
Games
2,436

You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp .

View augment details
GoldT160.06%13.11%2,436
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
59.90%
Pick Rate
5.44%
Games
1,010

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
GoldT159.90%5.44%1,010
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
58.77%
Pick Rate
6.50%
Games
1,208

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT158.77%6.50%1,208
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
58.73%
Pick Rate
9.00%
Games
1,672

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
PrismaticT158.73%9.00%1,672
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
58.04%
Pick Rate
5.93%
Games
1,101

Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) .

View augment details
GoldT158.04%5.93%1,101
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
57.98%
Pick Rate
8.03%
Games
1,492

Your slowing effects reduce the movement speed of targets by an additional 75 .

View augment details
SilverT157.98%8.03%1,492
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
57.76%
Pick Rate
17.48%
Games
3,248

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
GoldT157.76%17.48%3,248
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
57.52%
Pick Rate
6.65%
Games
1,236

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
SilverT157.52%6.65%1,236
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
56.89%
Pick Rate
6.06%
Games
1,125

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
GoldT156.89%6.06%1,125
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
56.63%
Pick Rate
8.53%
Games
1,584

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
PrismaticT156.63%8.53%1,584
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
56.25%
Pick Rate
9.43%
Games
1,751

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
PrismaticT156.25%9.43%1,751
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
56.23%
Pick Rate
9.81%
Games
1,823

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
SilverT156.23%9.81%1,823
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
56.09%
Pick Rate
6.67%
Games
1,239

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
SilverT156.09%6.67%1,239
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
54.76%
Pick Rate
7.35%
Games
1,366

Grants 18% armor penetration and magic penetration .

View augment details
GoldT154.76%7.35%1,366
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
54.57%
Pick Rate
7.71%
Games
1,433

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
GoldT154.57%7.71%1,433
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
64.30%
Pick Rate
3.86%
Games
717

Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils.

View augment details
GoldT264.30%3.86%717
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
63.28%
Pick Rate
2.17%
Games
403

Gain two completely random augments, excluding the other two offerings in your current assortment.

View augment details
PrismaticT263.28%2.17%403
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
62.87%
Pick Rate
1.99%
Games
369

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
SilverT262.87%1.99%369
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
62.77%
Pick Rate
2.76%
Games
513

Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled.

View augment details
GoldT262.77%2.76%513
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
62.48%
Pick Rate
3.21%
Games
597

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
GoldT262.48%3.21%597
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
62.22%
Pick Rate
2.14%
Games
397

Gain 60 ability haste , increased by 3 each time you score a champion takedown .

View augment details
PrismaticT262.22%2.14%397
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
62.20%
Pick Rate
1.81%
Games
336

Gain 2 Stat Anvils .

View augment details
SilverT262.20%1.81%336
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
62.01%
Pick Rate
2.04%
Games
379

Deal 1% increased damage per 10 movement speed you have more than the target.

View augment details
SilverT262.01%2.04%379
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
61.53%
Pick Rate
3.53%
Games
655

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
SilverT261.53%3.53%655
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
61.30%
Pick Rate
3.64%
Games
677

Gain one random Gold augment, excluding the other two offerings in your current assortment.

View augment details
SilverT261.30%3.64%677
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
60.87%
Pick Rate
3.47%
Games
644

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
PrismaticT260.87%3.47%644
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
60.42%
Pick Rate
1.52%
Games
283

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
GoldT260.42%1.52%283
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
60.24%
Pick Rate
1.79%
Games
332

Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it.

View augment details
SilverT260.24%1.79%332
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
59.53%
Pick Rate
3.92%
Games
729

Your champion's third basic ability (E) gains 100 ability haste .

View augment details
GoldT259.53%3.92%729
Spin To Win Spin To Win Spin To Win Silver
Rarity
Silver
Tier
T5
Win Rate
59.42%
Pick Rate
3.54%
Games
658

Your spinning abilities deal 30% increased damage and have their cooldown reduced equivalent to 30 ability haste.

View augment details
SilverT259.42%3.54%658
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
59.19%
Pick Rate
3.57%
Games
664

【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
SilverT259.19%3.57%664
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
58.90%
Pick Rate
2.54%
Games
472

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT258.90%2.54%472
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
58.66%
Pick Rate
4.35%
Games
808

Your champion's first basic ability (Q) gains 100 ability haste .

View augment details
GoldT258.66%4.35%808
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
58.47%
Pick Rate
3.88%
Games
720

Your abilities' mana costs are doubled, but you also gain 10% (+ 0. 5 % per 100 maximum mana) increased damage as well as self and outgoing healing and shielding .

View augment details
GoldT258.47%3.88%720
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
58.20%
Pick Rate
2.33%
Games
433

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT258.20%2.33%433
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
58.10%
Pick Rate
2.33%
Games
432

Gain 1750 upon acquiring this augment.

View augment details
GoldT258.10%2.33%432
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
58.03%
Pick Rate
2.08%
Games
386

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
PrismaticT258.03%2.08%386
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
58.01%
Pick Rate
4.17%
Games
774

Grants 60 ability haste .

View augment details
GoldT258.01%4.17%774
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
57.48%
Pick Rate
2.73%
Games
508

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
GoldT257.48%2.73%508
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
57.32%
Pick Rate
1.73%
Games
321

Gain 15% omnivamp .

View augment details
SilverT257.32%1.73%321
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
57.25%
Pick Rate
3.01%
Games
559

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT257.25%3.01%559
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
57.25%
Pick Rate
3.01%
Games
559

Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn.

View augment details
GoldT257.25%3.01%559
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
56.66%
Pick Rate
3.64%
Games
676

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT256.66%3.64%676
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
56.43%
Pick Rate
1.51%
Games
280

Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions.

View augment details
SilverT256.43%1.51%280
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
56.11%
Pick Rate
3.96%
Games
736

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
SilverT256.11%3.96%736
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
55.03%
Pick Rate
2.94%
Games
547

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
GoldT255.03%2.94%547
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
54.77%
Pick Rate
3.78%
Games
703

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
GoldT254.77%3.78%703
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
54.29%
Pick Rate
3.07%
Games
571

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
PrismaticT254.29%3.07%571
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
54.28%
Pick Rate
1.64%
Games
304

Basic attacks deal bonus physical damage equal to 75% AP .

View augment details
GoldT254.28%1.64%304
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
53.31%
Pick Rate
3.57%
Games
664

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
GoldT253.31%3.57%664
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
52.62%
Pick Rate
2.87%
Games
534

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
GoldT252.62%2.87%534
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.86%
Pick Rate
1.59%
Games
295

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
PrismaticT251.86%1.59%295
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
63.20%
Pick Rate
0.67%
Games
125

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
PrismaticT363.20%0.67%125
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
62.07%
Pick Rate
0.78%
Games
145

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
SilverT362.07%0.78%145
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
61.69%
Pick Rate
1.08%
Games
201

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
PrismaticT361.69%1.08%201
Circle of Death Circle of Death Circle of Death Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
59.39%
Pick Rate
1.06%
Games
197

Healing and health regeneration you do causes you to deal 70% of that value in magic damage to the nearest enemy champion within 1000 units.

View augment details
PrismaticT359.39%1.06%197
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
59.26%
Pick Rate
0.87%
Games
162

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
GoldT359.26%0.87%162
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
58.73%
Pick Rate
0.68%
Games
126

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
GoldT358.73%0.68%126
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
58.54%
Pick Rate
0.88%
Games
164

Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health .

View augment details
SilverT358.54%0.88%164
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
58.30%
Pick Rate
1.20%
Games
223

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
SilverT358.30%1.20%223
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
57.72%
Pick Rate
0.80%
Games
149

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
GoldT357.72%0.80%149
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
57.66%
Pick Rate
0.74%
Games
137

Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health .

View augment details
GoldT357.66%0.74%137
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
57.36%
Pick Rate
0.69%
Games
129

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
PrismaticT357.36%0.69%129
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
57.02%
Pick Rate
0.65%
Games
121

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
GoldT357.02%0.65%121
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
56.35%
Pick Rate
0.68%
Games
126

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
GoldT356.35%0.68%126
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
56.07%
Pick Rate
1.15%
Games
214

Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed .

View augment details
PrismaticT356.07%1.15%214
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
55.56%
Pick Rate
0.87%
Games
162

Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds.

View augment details
GoldT355.56%0.87%162
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
55.35%
Pick Rate
0.86%
Games
159

Your heals and shields cause you to fire a missile to the nearest enemy unit within 650 units over 0. 32 seconds, applying a Burn upon arrival that deals magic damage equal to 0. 2 % of the target's maximum health every second over 5 seconds, for a total of 1% (1. 5 -second cooldown). The Burn's per-tick damage increases to up to 0. 8 % of the target's maximum health based on the relative value of the triggering heal or shield against the maximum health of the ally recipient, for a total maximum damage of 4% of the target's maximum health .

View augment details
GoldT355.35%0.86%159
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
54.93%
Pick Rate
1.15%
Games
213

After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
PrismaticT354.93%1.15%213
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
54.37%
Pick Rate
1.42%
Games
263

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
GoldT354.37%1.42%263
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
54.35%
Pick Rate
0.99%
Games
184

Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it.

View augment details
SilverT354.35%0.99%184
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
53.96%
Pick Rate
0.75%
Games
139

Grants 100 item haste , which is equivalent to 50% cooldown reduction for items.

View augment details
GoldT353.96%0.75%139
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.78%
Pick Rate
1.21%
Games
225

Your current augments transform into an equal number of completely random Prismatic ones.

View augment details
PrismaticT353.78%1.21%225
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
53.70%
Pick Rate
1.45%
Games
270

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
GoldT353.70%1.45%270
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
51.43%
Pick Rate
0.75%
Games
140

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
GoldT351.43%0.75%140
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
51.21%
Pick Rate
1.11%
Games
207

Your abilities apply on-hit effects (1 second cooldown per target).

View augment details
GoldT351.21%1.11%207
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
51.18%
Pick Rate
1.14%
Games
211

Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it.

View augment details
SilverT351.18%1.14%211
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
51.13%
Pick Rate
0.72%
Games
133

Grants 20% heal and shield power .

View augment details
SilverT351.13%0.72%133
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
50.82%
Pick Rate
0.66%
Games
122

Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance .

View augment details
SilverT350.82%0.66%122
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
50.00%
Pick Rate
0.88%
Games
164

Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance .

View augment details
GoldT350.00%0.88%164
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
49.16%
Pick Rate
0.96%
Games
179

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
GoldT349.16%0.96%179
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
49.07%
Pick Rate
0.87%
Games
161

Grants 50% critical strike chance .

View augment details
GoldT349.07%0.87%161
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
47.93%
Pick Rate
0.91%
Games
169

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
SilverT347.93%0.91%169
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
47.65%
Pick Rate
0.80%
Games
149

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
GoldT347.65%0.80%149
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
39.09%
Pick Rate
0.59%
Games
110

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
PrismaticT339.09%0.59%110
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
64.20%
Pick Rate
0.44%
Games
81

Convert all of your bonus attack speed into ability haste at a rate of 0. 65 ability haste per 1% bonus attack speed . Additionally, your abilities' total cooldowns are reduced by 10%.

View augment details
SilverT464.20%0.44%81
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
62.50%
Pick Rate
0.30%
Games
56

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
PrismaticT462.50%0.30%56
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
59.62%
Pick Rate
0.56%
Games
104

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
SilverT459.62%0.56%104
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
57.69%
Pick Rate
0.56%
Games
104

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
SilverT457.69%0.56%104
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
57.61%
Pick Rate
0.50%
Games
92

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
PrismaticT457.61%0.50%92
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
57.61%
Pick Rate
0.50%
Games
92

Basic attacks on-hit against enemy champions consume 2. 5 % of your maximum mana to deal bonus magic damage equal to 4. 5 % of your maximum mana . This damage can critically strike for (100% + 30% ) bonus damage.

View augment details
SilverT457.61%0.50%92
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
57.50%
Pick Rate
0.43%
Games
80

Grants 3 random Dragon Souls .

View augment details
PrismaticT457.50%0.43%80
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
57.14%
Pick Rate
0.34%
Games
63

Gain the Fleet Footwork and Grasp of the Undying keystone runes.

View augment details
GoldT457.14%0.34%63
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
56.86%
Pick Rate
0.27%
Games
51

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
PrismaticT456.86%0.27%51
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
56.18%
Pick Rate
0.48%
Games
89

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
PrismaticT456.18%0.48%89
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
55.88%
Pick Rate
0.37%
Games
68

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
SilverT455.88%0.37%68
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
55.66%
Pick Rate
0.57%
Games
106

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
PrismaticT455.66%0.57%106
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.41%
Pick Rate
0.40%
Games
74

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
PrismaticT455.41%0.40%74
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
55.38%
Pick Rate
0.35%
Games
65

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
SilverT455.38%0.35%65
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
54.90%
Pick Rate
0.27%
Games
51

Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance .

View augment details
GoldT454.90%0.27%51
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
54.17%
Pick Rate
0.39%
Games
72

Your champion abilities deal 35% increased damage and you gain 70 ability haste and 35% increased healing and shielding from all sources, but your ultimate ability is permanently sealed .

View augment details
PrismaticT454.17%0.39%72
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
53.25%
Pick Rate
0.41%
Games
77

Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown).

View augment details
SilverT453.25%0.41%77
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
50.54%
Pick Rate
0.50%
Games
93

Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death).

View augment details
GoldT450.54%0.50%93
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.49%
Pick Rate
0.55%
Games
103

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
PrismaticT450.49%0.55%103
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.00%
Pick Rate
0.48%
Games
90

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
PrismaticT450.00%0.48%90
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
50.00%
Pick Rate
0.30%
Games
56

Grants a spell shield that blocks the next hostile ability (30 second cooldown, timer does not restart from champion damage taken).

View augment details
SilverT450.00%0.30%56
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
48.61%
Pick Rate
0.39%
Games
72

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
SilverT448.61%0.39%72
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.39%
Pick Rate
0.50%
Games
93

Grants 35% bonus health , 15% adaptive force , and 50% increased size.

View augment details
PrismaticT448.39%0.50%93
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
48.00%
Pick Rate
0.54%
Games
100

Your champion's second basic ability (W) gains 100 ability haste .

View augment details
GoldT448.00%0.54%100
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
47.83%
Pick Rate
0.37%
Games
69

Gain 1500 bonus health , but reduce your damage output by 10%.

View augment details
GoldT447.83%0.37%69
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.34%
Pick Rate
0.44%
Games
82

Surrounds you in flames, causing you to apply a Burn every second to enemy champions within 500 units for 3 seconds that deals magic damage equal to [ 0. 6 6 % of your maximum health per second.] This Burn stacks infinitely and refreshes with each application.

View augment details
PrismaticT446.34%0.44%82
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.45%
Pick Rate
0.30%
Games
55

你已与【大魔王】本尊签订了一个契约。他每秒汲取你?当前生命值,如果附近有敌人则提升至?当前生命值。作为回报,他会增幅你的攻击和技能以造成额外的?真实伤害,并且它们还会使生命残片出现在附近5秒。吸收一个生命残片会治疗你?生命值并为你提供持续1秒的?移动速度。被汲取的生命值:?已造成的伤害:?已获取的残片:?已回复的生命值:?周期性伤害有1.5秒冷却时间

View augment details
PrismaticT445.45%0.30%55
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.64%
Pick Rate
0.30%
Games
56

Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown).

View augment details
PrismaticT444.64%0.30%56
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.51%
Pick Rate
0.29%
Games
53

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
PrismaticT441.51%0.29%53
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
37.14%
Pick Rate
0.57%
Games
105

Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death).

View augment details
PrismaticT437.14%0.57%105

Lillia Skill Combos

Extracted from the skill order guide

Skill Order
RQWE

Default priority: R > Q > W > E

RQEW

Recommended priority: R > Q > E > W, or R > E > Q > W only if your team cannot safely walk up at all.

REQW

Recommended priority: R > Q > E > W, or R > E > Q > W only if your team cannot safely walk up at all.

Lillia Counters

Counters and threats extracted from the matchup guide

Counters

Counters

6

Lillia counters these champions in ARAM: Mayhem.

Darius Darius Darius T4
Tier
T4
Rank
#149
Win Rate
47.24%
Pick Rate
0.50%

Darius the Hand of Noxus Darius is a juggernaut designed to run people down and execute them. His entire identity revolves around bleed stacks and his ultimate, Noxian Guillotine. You hit things, you stack passive damage, and you dunk them when they get low. In ARAM: Mayhem, he becomes a lane bully with terrifying reset potential. He plays as a frontliner who wants extended fights. Unlike burst mages or assassins, Darius needs time to stack his passive, Hemorrhage. Once he hits five stacks on a target—or max stacks on anyone—he gains massive attack damage and applies bleed instantly to everyone he hits. This is his "win condition" in every skirmish. Mayhem mode accelerates his strengths. Faster gold and experience mean he hits his item spikes sooner. The constant fighting gives him endless opportunities to stack his passive and heal off crowds. His biggest weakness—getting kited—still exists, but the mode's chaos often lets him close gaps when enemies overextend for poke. You pick Darius when your team needs a durable threat who can clean up fights. He excels at punishing squishies who get caught by Snowball or crowd control. If enemies clump up, his Q healing and passive spread turn him into a raid boss. Just don't expect to dive five people alone without backup. View champion guide

Sett Sett Sett T1
Tier
T1
Rank
#11
Win Rate
54.29%
Pick Rate
0.70%

Sett is a frontline bruiser who wins by walking into the fight, forcing someone to deal with him, then turning that pressure into a big counterpunch. He is simple to start: grab targets when they step too close, keep punching through the brawl, and save your hardest hit for the moment enemies commit into you. His signature pattern is all about timing. If Sett reaches the enemy backline or catches a diver near his team, he can start a fight fast and make the return damage hurt. In ARAM: Mayhem, the constant grouped fights give him more chances to find those scrappy moments, but they also punish bad entries harder. Go in when your team can follow, use the chaos to soak pressure, and do not waste your big turn-around tools before the enemy has actually committed. View champion guide

Mordekaiser Mordekaiser Mordekaiser T4
Tier
T4
Rank
#91
Win Rate
48.50%
Pick Rate
0.68%

Mordekaiser is a durable AP juggernaut who wins by walking into the fight, forcing enemies to deal with him, and turning one target into a private problem. His signature pattern is simple: land Death's Grasp to pull someone in, keep hitting to activate his passive damage zone, then use Realm of Death to remove a key carry, diver, or frontline anchor from the main fight. In ARAM: Mayhem, Mordekaiser likes messy, close-range fights where enemies cannot kite forever. Snowball and augments can help him reach priority targets, but he still gets punished hard if he walks in before cooldowns are spent. Play him as a patient brawler: wait for someone to step too far forward, drag them in, survive the first burst, then ult the target your team most wants isolated. View champion guide

Sion Sion Sion T1
Tier
T1
Rank
#26
Win Rate
53.11%
Pick Rate
0.60%

Sion is a front-line tank and brawler who wins space by walking straight into the fight, charging heavy crowd control, and forcing enemies to deal with him before they can hit his backline. His signature pattern is simple: soak pressure, look for a clean engage, land the big knock-up or stun, then keep fighting even after death if the enemy overcommits.In ARAM: Mayhem, Sion likes the constant teamfighting because there is always someone to threaten and always a wave to contest. The downside is that the mode is faster and more crowded, so missed engages get punished hard. Play him as the team’s battering ram: start fights when allies can follow, block space for carries, and turn messy brawls into a problem the enemy has to answer immediately. View champion guide

Nasus Nasus Nasus T4
Tier
T4
Rank
#114
Win Rate
47.89%
Pick Rate
0.37%

Nasus the Curator of the Sands Nasus is a scaling juggernaut who turns time into a win condition. His entire identity revolves around Siphoning Strike—stacking permanent damage on every last-hit until a single Q deletes health bars. In standard modes, he suffers from a weak early game and gets kited endlessly. ARAM: Mayhem fixes both problems. The single-lane format guarantees constant minion waves. You never run out of stacks. The Mayhem pacing means you hit your power spikes faster, and the mode's specific augments give Nasus tools he never gets on Summoner's Rift: gap-close, crowd control reduction, and enough sustain to walk through poke. Play him as a mid-range bully who transitions into a raid boss. You don't chase kills early—you chase stacks. Once the damage ramps up, you force fights on your terms, wither priority targets, and take objectives in seconds. View champion guide

Illaoi Illaoi Illaoi T3
Tier
T3
Rank
#88
Win Rate
50.31%
Pick Rate
0.47%

Illaoi is a bruiser who wins fights by making enemies stand in the worst possible place. She wants close-range brawls, narrow chokes, and opponents who panic after getting tagged. Her signature pattern is simple: threaten with spirit pressure, force the enemy team to choose between backing off or fighting near her tentacles, then punish anyone who commits too deep. In ARAM: Mayhem, Illaoi is less about slow lane control and more about explosive front-to-back scrapping. Constant grouping gives her more chances to hit multiple targets, but it also means she gets punished fast if she walks in without setup. Play around terrain, let enemies come into your zone, and use Snowball or allied engage to turn a small catch into a full brawl. View champion guide

Read counter details

Countered By

6

Lillia is countered by these champions in ARAM: Mayhem.

Veigar Veigar Veigar T3
Tier
T3
Rank
#81
Win Rate
50.14%
Pick Rate
0.98%

Veigar is a scaling burst mage who controls space with his cage and deletes targets once they are forced to stand still. His usual pattern is simple: punish clumped enemies, trap priority targets, then stack damage through repeated spell hits and takedown pressure.In ARAM: Mayhem, Veigar gets more chances to fight than on a normal map, but he also has less room to hide. Play him as a backline control mage: hold your stun for engages or escapes, farm stacks safely when the wave is contested, and use the chaos of Mayhem to land huge area damage on enemies who overcommit. View champion guide

Lissandra Lissandra Lissandra T4
Tier
T4
Rank
#109
Win Rate
48.19%
Pick Rate
0.48%

Lissandra the Ice Witch Lissandra is a battle-mage who controls space through crowd control and zone denial. She excels at engaging, locking down priority targets, and turning her own body into a frozen trap. In ARAM: Mayhem, she becomes a relentless initiator who can start fights on her terms almost every few seconds. Core Identity She is the queen of "jump on you and die slowly." Lissandra wants to blink into the enemy team, stun someone, and survive long enough to do it again. Her kit rewards aggression over patience. You exist to start fights, not to poke from the back. Role in Mayhem Primary Engage: Your Claw dash lets you close distance instantly. In Mayhem's chaotic environment, you can reach backliners before they react. Counter-Dive Tool: Self-cast ultimate makes you unkillable for a window while damaging everyone around you. Assassins who jump in often trade their lives for nothing. Zone Control: The slow field from your passive and abilities creates dangerous ground. Enemies either walk through it and get caught, or sidestep and lose positioning. Signature Pattern Cast Claw to start moving. Mid-flight, queue your Ring. Land, root the target, and immediately ult either them or yourself depending on who else is nearby. If you're getting collapsed on, self-ult and let your team clean up. If you caught a squishy alone, ult them and watch them die in place. What Changes in Mayhem Ability haste and reduced cooldowns transform Lissandra from a one-and-done engager into a repeatable threat. In standard ARAM, you wait for the perfect moment because your cooldowns are long. Here, you can afford to test engages. Missed Claw? It's back soon. Wasted ult? You'll have it again before the next major fight. Snowball becomes even more flexible. You can Snowball in, save Claw for repositioning, or use Claw first and keep Snowball as a backup escape. The faster pace means enemies group tighter, which makes your area-of-effect damage and crowd control more valuable. View champion guide

Malzahar Malzahar Malzahar T1
Tier
T1
Rank
#17
Win Rate
53.30%
Pick Rate
0.91%

Malzahar is a control mage who wins fights by making one target miserable. He pushes waves with Void pressure, spreads damage over time, and punishes divers with reliable lockdown when they step too far forward. His pattern is simple: mark a target, let the Void do the work, then hold suppression for the enemy carry, assassin, or overconfident frontliner who gives your team a clean focus window.In ARAM: Mayhem, Malzahar is less about slow lane control and more about surviving the chaos long enough to choose the right victim. Fights start faster, engage angles are messier, and enemies have more ways to force contact, so your spell shield, spacing, and ultimate timing matter a lot. Play behind your frontline, keep waves and summons moving, and do not waste your lockdown on the first body you see unless killing that target actually wins the fight. View champion guide

Nautilus Nautilus Nautilus T3
Tier
T3
Rank
#73
Win Rate
50.39%
Pick Rate
0.83%

Nautilus is a frontline engage tank who turns one good catch into a full team fight. His identity is simple: walk up with threat, hook the target that steps too far forward, then layer crowd control so your carries can finish the job. His signature pattern is hook, lock down, and stand in the way. If an enemy carry mispositions, Nautilus can start the fight immediately. If your team is being dived, he can peel just as well by anchoring himself between the threat and his backline. In ARAM: Mayhem, the constant brawling makes Nautilus feel very natural. There is less time to play slow lane games and more value in forcing clean all-ins, protecting damaged allies, and punishing anyone who uses mobility too early. He is entry-level friendly because his job is clear, but good Nautilus players win by choosing the right target instead of throwing every hook on cooldown. View champion guide

Vayne Vayne Vayne T1
Tier
T1
Rank
#7
Win Rate
54.56%
Pick Rate
0.94%

Vayne is a short-ranged marksman built for duels, tank killing, and late-fight cleanups. Her pattern is simple to understand but hard to play well: keep moving, land repeated attacks on the same target, use Tumble to dodge or chase, and punish enemies who stand near walls with Condemn. She is not a safe poke champion. She wants space, patience, and a good moment to turn the fight. In ARAM: Mayhem, Vayne is sharper but riskier. The constant brawling gives her plenty of targets to shred, and augments can help cover her usual weaknesses with more damage, mobility, or survival. The problem is that the map is crowded and engage comes fast, so one bad step can get her deleted before she deals damage. Play her like a hunter, not a turret: wait for key crowd control to miss, kite from the edge, then commit when the enemy front line is stuck chasing you. View champion guide

Janna Janna Janna T2
Tier
T2
Rank
#25
Win Rate
51.90%
Pick Rate
0.45%

Janna is a defensive enchanter who wins fights by denying the enemy’s engage, shielding the right carry, and turning messy brawls into clean retreats or re-engages. Her signature pattern is simple: stay just behind the frontline, interrupt dives with wind control, then use her healing and disengage to reset the fight when opponents overcommit.In ARAM: Mayhem, Janna is less about sitting back forever and more about reacting fast in constant skirmishes. The single-lane pressure gives her plenty of chances to punish predictable dashes, protect low-health allies, and save teammates from bad trades. She is entry-level friendly if you focus on one job first: keep your damage dealers alive, and only step forward when your team can immediately punish. View champion guide

Read counter details

Lillia Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Amumu Amumu Amumu T3
Tier
T3
Rank
#62
Win Rate
50.44%
Pick Rate
0.53%

Amumu is a simple engage tank who starts fights, locks enemies in place, and lets his team pile damage onto grouped targets. His signature pattern is straightforward: look for a safe angle, land your bandage engage, then follow with his big area crowd control when multiple enemies are close enough to punish. In ARAM: Mayhem, Amumu likes the constant brawling because enemies are often packed together and fights start fast. That also means bad engages get punished quickly. Play him as the first button for your team, not a lone hero. If your carries are in range to follow, go in hard. If they are clearing waves or backing up, hold your engage and threaten space instead. He is entry-level friendly because his job is clear: absorb pressure, force grouped fights, and turn one caught target into a full teamfight. He struggles when enemies spread out, kite backward, or bait him into diving too far, so patience matters more than flashy mechanics. View champion guide

Amumu

Amumu gives Lillia the hard engage she does not always want to provide herself. He can lock a cluster in place, letting her step in for multi-target passive application and set up a stronger ultimate angle without being the first body into the enemy team.

Orianna Orianna Orianna T3
Tier
T3
Rank
#80
Win Rate
50.28%
Pick Rate
0.51%

Orianna is a control mage who fights through the Ball, shaping space instead of simply throwing spells forward. Her job is to shield or attach to an ally, punish enemies who walk into the Ball’s zone, and turn grouped fights with a well-timed combo. In ARAM: Mayhem, fights break out faster and teams collide more often, so Orianna gets more chances to find multi-target impact. She is strongest when she plays behind a durable engager or fast diver, moves the Ball onto them before the fight starts, and waits for enemies to stack too closely. If she throws the Ball too early or stands too far forward, mobile champions can punish her before her setup matters. Pick Orianna when your team wants steady poke, shielding, wave control, and a big teamfight follow-up. Play patiently, track where the Ball is, and make enemies choose between backing away from its threat or eating the fight-changing pull. View champion guide

Orianna

Orianna adds control, shielding, and a powerful punish for enemies grouped by Lillia’s Sleep threat. She also gives Lillia a safer way to enter fights because the ball can sit on or near Lillia as she dances around the edge of combat.

Seraphine Seraphine Seraphine T1
Tier
T1
Rank
#2
Win Rate
56.33%
Pick Rate
0.94%

Seraphine Seraphine is a backline mage-support who wins fights by stacking pressure, not by forcing one clean burst. She likes long trades, grouped enemies, and teammates who can follow up on her setup. If you play her well, you keep people at arm’s length, soften them up, and turn one good hit into a wider fight win. Her pattern is simple: stay safe, tag multiple targets, and use her crowd control and healing to keep your team moving. In ARAM: Mayhem, that plan gets even better because the fights are constant and everyone is packed together, so her teamfight value shows up fast. The flip side is that she is still vulnerable if enemies reach her first, so spacing and timing matter more than greed. View champion guide

Seraphine

Seraphine gives Lillia the two things she loves in extended ARAM fights: teamwide stability and long-range follow-up. Her shielding, healing, and area crowd control help Lillia survive the awkward moment after she enters and before Sleep has fully converted into kills.

Miss Fortune Miss Fortune Miss Fortune T3
Tier
T3
Rank
#97
Win Rate
49.69%
Pick Rate
1.26%

Miss Fortune is a straightforward marksman who wins fights by softening enemies with lane poke, then punishing grouped targets with a big channeled ultimate. She fits teams that can slow, root, stun, or zone enemies long enough for her damage to land, and she is easy to pick up because her best pattern is clear: hit from safety, keep moving, and fire when the enemy is forced to stand in a bad spot. In ARAM: Mayhem, fights break out faster and augments can make engages more explosive, so Miss Fortune has to be more careful with positioning than in a slower poke game. She is strongest when she plays behind her frontline, saves her channel for committed fights, and uses the narrow bridge to punish enemies who stack together. If assassins or divers are holding tools to interrupt her, she should bait those first, reposition, then ult after the punish window opens. View champion guide

Miss Fortune

Miss Fortune turns Lillia’s Sleep into immediate, visible damage. Lillia supplies the setup that keeps enemies from walking out cleanly, while Miss Fortune punishes anyone who is grouped, slowed, or forced to wake into a narrow retreat path.

Nautilus Nautilus Nautilus T3
Tier
T3
Rank
#73
Win Rate
50.39%
Pick Rate
0.83%

Nautilus is a frontline engage tank who turns one good catch into a full team fight. His identity is simple: walk up with threat, hook the target that steps too far forward, then layer crowd control so your carries can finish the job. His signature pattern is hook, lock down, and stand in the way. If an enemy carry mispositions, Nautilus can start the fight immediately. If your team is being dived, he can peel just as well by anchoring himself between the threat and his backline. In ARAM: Mayhem, the constant brawling makes Nautilus feel very natural. There is less time to play slow lane games and more value in forcing clean all-ins, protecting damaged allies, and punishing anyone who uses mobility too early. He is entry-level friendly because his job is clear, but good Nautilus players win by choosing the right target instead of throwing every hook on cooldown. View champion guide

Nautilus

Nautilus gives Lillia point-and-click pressure, pick threat, and a real body in front of her. He makes it dangerous for enemies to walk up and punish Lillia’s short trading pattern, because any overstep can become a hook or layered lockdown.

Lillia Lillia Lillia T1
Tier
T1
Rank
#1
Win Rate
57.84%
Pick Rate
0.75%

Lillia the Bashful Bloom is a swift AP skirmisher who wins fights by brushing enemies with repeated spell hits, building movement momentum, spreading dream dust, then turning a good angle into a multi-target sleep setup. Her fantasy is not standing still and trading; she dances at the edge of danger, tags several champions, and punishes teams that clump in the lane. In ARAM: Mayhem, Lillia feels much more fight-focused than on a normal map. The narrow bridge gives her more frequent chances to land sweeping area damage and set up teamwide follow-up, while constant brawls mean her mobility rhythm matters every wave. Snowball can create sudden entry windows for sleep setups or finishing swings, but mistiming it often drops her directly into crowd control before she can kite back out. Hextech augments amplify her identity: effects that reward repeated casting, movement, survivability, or extended combat let her keep circling fights instead of committing once and dying. The main mistake is treating her like a front-line engager; the safer pattern is to tag, drift out, wait for enemy control tools to miss, then re-enter when allies can follow the sleep. If an engage fails, reset behind the wave, rebuild spacing, and look for the next clumped fight rather than forcing a solo dive. View champion guide

Seraphine Seraphine Seraphine T1
Tier
T1
Rank
#2
Win Rate
56.33%
Pick Rate
0.94%

Seraphine Seraphine is a backline mage-support who wins fights by stacking pressure, not by forcing one clean burst. She likes long trades, grouped enemies, and teammates who can follow up on her setup. If you play her well, you keep people at arm’s length, soften them up, and turn one good hit into a wider fight win. Her pattern is simple: stay safe, tag multiple targets, and use her crowd control and healing to keep your team moving. In ARAM: Mayhem, that plan gets even better because the fights are constant and everyone is packed together, so her teamfight value shows up fast. The flip side is that she is still vulnerable if enemies reach her first, so spacing and timing matter more than greed. View champion guide

Amumu Amumu Amumu T3
Tier
T3
Rank
#62
Win Rate
50.44%
Pick Rate
0.53%

Amumu is a simple engage tank who starts fights, locks enemies in place, and lets his team pile damage onto grouped targets. His signature pattern is straightforward: look for a safe angle, land your bandage engage, then follow with his big area crowd control when multiple enemies are close enough to punish. In ARAM: Mayhem, Amumu likes the constant brawling because enemies are often packed together and fights start fast. That also means bad engages get punished quickly. Play him as the first button for your team, not a lone hero. If your carries are in range to follow, go in hard. If they are clearing waves or backing up, hold your engage and threaten space instead. He is entry-level friendly because his job is clear: absorb pressure, force grouped fights, and turn one caught target into a full teamfight. He struggles when enemies spread out, kite backward, or bait him into diving too far, so patience matters more than flashy mechanics. View champion guide

Nautilus Nautilus Nautilus T3
Tier
T3
Rank
#73
Win Rate
50.39%
Pick Rate
0.83%

Nautilus is a frontline engage tank who turns one good catch into a full team fight. His identity is simple: walk up with threat, hook the target that steps too far forward, then layer crowd control so your carries can finish the job. His signature pattern is hook, lock down, and stand in the way. If an enemy carry mispositions, Nautilus can start the fight immediately. If your team is being dived, he can peel just as well by anchoring himself between the threat and his backline. In ARAM: Mayhem, the constant brawling makes Nautilus feel very natural. There is less time to play slow lane games and more value in forcing clean all-ins, protecting damaged allies, and punishing anyone who uses mobility too early. He is entry-level friendly because his job is clear, but good Nautilus players win by choosing the right target instead of throwing every hook on cooldown. View champion guide

Orianna Orianna Orianna T3
Tier
T3
Rank
#80
Win Rate
50.28%
Pick Rate
0.51%

Orianna is a control mage who fights through the Ball, shaping space instead of simply throwing spells forward. Her job is to shield or attach to an ally, punish enemies who walk into the Ball’s zone, and turn grouped fights with a well-timed combo. In ARAM: Mayhem, fights break out faster and teams collide more often, so Orianna gets more chances to find multi-target impact. She is strongest when she plays behind a durable engager or fast diver, moves the Ball onto them before the fight starts, and waits for enemies to stack too closely. If she throws the Ball too early or stands too far forward, mobile champions can punish her before her setup matters. Pick Orianna when your team wants steady poke, shielding, wave control, and a big teamfight follow-up. Play patiently, track where the Ball is, and make enemies choose between backing away from its threat or eating the fight-changing pull. View champion guide

Miss Fortune Miss Fortune Miss Fortune T3
Tier
T3
Rank
#97
Win Rate
49.69%
Pick Rate
1.26%

Miss Fortune is a straightforward marksman who wins fights by softening enemies with lane poke, then punishing grouped targets with a big channeled ultimate. She fits teams that can slow, root, stun, or zone enemies long enough for her damage to land, and she is easy to pick up because her best pattern is clear: hit from safety, keep moving, and fire when the enemy is forced to stand in a bad spot. In ARAM: Mayhem, fights break out faster and augments can make engages more explosive, so Miss Fortune has to be more careful with positioning than in a slower poke game. She is strongest when she plays behind her frontline, saves her channel for committed fights, and uses the narrow bridge to punish enemies who stack together. If assassins or divers are holding tools to interrupt her, she should bait those first, reposition, then ult after the punish window opens. View champion guide

Synergy mechanism: Amumu gives Lillia the hard engage she does not always want to provide herself. He can lock a cluster in place, letting her step in for multi-target passive application and set up a stronger ultimate angle without being the first body into the enemy team. Combo: Amumu starts when enemies group near the wave or under a choke. Lillia follows immediately with area damage to mark as many targets as possible, then uses her ultimate once the enemy team has already committed defensive tools or is stuck in Amumu’s control. If Sleep lands on several targets, Amumu and Lillia’s team collapse with their biggest area damage. Best scenario: This pairing is strongest into short-range teams that must walk forward together. When the enemy frontline and backline are close enough for Amumu to catch both, Lillia gets a clean fight without needing to overextend for tags. Enemy answer: Good opponents will spread sideways, save displacement for Lillia’s follow-up, or force Amumu to engage too deep before Lillia is in range. Cleanse effects, spell shields, and fast disengage can also break the Sleep punish window. Failure risk and recovery: The main failure is double-committing into a bad engage. If Amumu misses or catches only the tank, Lillia should not force ultimate just to “save” the play. Back out, keep movement stacks through safe hits, and wait for the next wave or Snowball angle instead of burning the whole combo into a disengaging team. 2. Orianna Synergy mechanism: Orianna adds control, shielding, and a powerful punish for enemies grouped by Lillia’s Sleep threat. She also gives Lillia a safer way to enter fights because the ball can sit on or near Lillia as she dances around the edge of combat. Combo: Lillia tags multiple enemies, backs just far enough to avoid retaliation, then casts ultimate when Orianna is ready to hit the sleeping cluster. Orianna can either use Lillia’s movement as delivery or wait for Sleep to force enemies into a predictable clump. The clean version is Sleep first, Orianna pull as they wake or as the team commits damage. Best scenario: This duo shines against teams that kite backward in a straight line. Lillia’s threat makes them spread or retreat, and Orianna punishes whichever choice is late. If they group, they eat the combo. If they split, Lillia can keep chasing the exposed side. Enemy answer: Enemies can attack Orianna’s ball position, hold mobility until after the pull, or pressure Lillia before she marks enough targets. Long-range poke also makes it harder for Orianna and Lillia to stand in useful zones together. Failure risk and recovery: The risk is mistiming. If Orianna spends her main control before Sleep connects, Lillia’s ultimate may only stall the fight instead of winning it. Recover by playing slower: use Orianna shield and wave clear to stabilize, let Lillia fish with safe poke, then only commit when both champions can layer their crowd control in the same area. 3. Seraphine Synergy mechanism: Seraphine gives Lillia the two things she loves in extended ARAM fights: teamwide stability and long-range follow-up. Her shielding, healing, and area crowd control help Lillia survive the awkward moment after she enters and before Sleep has fully converted into kills. Combo: Seraphine softens the enemy team and controls the wave. Lillia looks for multi-target tags when enemies step forward to clear. Once Lillia uses ultimate, Seraphine aims her crowd control through the sleeping targets or through the frontline trying to peel them. If Seraphine starts first, Lillia can use that crowd control as permission to walk in and mark more targets. Best scenario: This is best in slower front-to-back fights where both teams are trading cooldowns around the minion wave. Seraphine keeps Lillia healthy enough to take repeated short trades, and Lillia gives Seraphine a huge delayed engage button instead of relying only on straight-line skillshots. Enemy answer: Hard dive can punish this pair if Seraphine is forced to use defensive tools early and Lillia has no frontline cover. Enemies can also dodge laterally and avoid standing in the same lane of follow-up crowd control. Failure risk and recovery: The failure point is over-waiting. If Lillia holds ultimate forever and Seraphine only clears waves, the enemy poke comp may chip the team down. Recover by taking small wins: tag the frontline, force shields or cleanses, reset behind Seraphine’s sustain, and repeat until the enemy team has fewer answers for the real engage. 4. Miss Fortune Synergy mechanism: Miss Fortune turns Lillia’s Sleep into immediate, visible damage. Lillia supplies the setup that keeps enemies from walking out cleanly, while Miss Fortune punishes anyone who is grouped, slowed, or forced to wake into a narrow retreat path. Combo: Lillia marks several enemies and casts ultimate once Miss Fortune has a clear firing lane. As the Sleep lands, Miss Fortune channels her area damage across the sleeping targets or across the route their teammates must use to save them. Lillia should position to the side, not directly in front, so she can punish survivors without body-blocking the carry’s angle. Best scenario: This pairing is brutal near choke points, towers, and minion waves where enemies cannot fan out quickly. If the enemy backline has already used mobility or peel, Sleep into Miss Fortune damage can end the fight before the frontline gets to respond. Enemy answer: The enemy team will try to interrupt Miss Fortune, block her angle with tanks, or spread before Lillia can mark multiple targets. Assassins may also ignore Lillia and dive Miss Fortune the moment she channels. Failure risk and recovery: If Miss Fortune is interrupted or forced to reposition, Lillia should not chase alone into the full enemy team. Use the Sleep duration as a reset window, move back toward Miss Fortune, and turn on the diver first. The combo can still win if Lillia peels, buys space, and lets Miss Fortune fire from the second angle instead of the first. 5. Nautilus Synergy mechanism: Nautilus gives Lillia point-and-click pressure, pick threat, and a real body in front of her. He makes it dangerous for enemies to walk up and punish Lillia’s short trading pattern, because any overstep can become a hook or layered lockdown. Combo: Nautilus threatens the first catch. If he lands it, Lillia moves in for damage and passive application while the target is controlled. If the enemy team collapses to save that target, Lillia can spread tags and cast ultimate on the grouped response. Nautilus then saves his remaining control for whoever wakes up and tries to flash, dash, or dive the backline. Best scenario: This is strongest when Lillia’s team needs a stable front line against bruisers, assassins, or short-range engage. Nautilus absorbs the first hit, and Lillia gets to play like a skirmisher instead of a sacrifice. Enemy answer: Poke comps can hit Nautilus before he finds a clean hook, and disengage supports can deny the follow-up after he commits. If enemies refuse to group, Lillia’s ultimate may only catch one or two targets unless the team forces them into a tight space. Failure risk and recovery: The risk is tunnel vision on the first hooked target. If it is a tank with defensive tools ready, Lillia should use the engage to gain movement and zone control rather than dumping everything. Recover by hitting the nearest safe target, keeping speed active, and waiting for Nautilus to threaten the next catch when the enemy carries step forward to deal damage.

Draft note: Lillia does not need every teammate to be an engage champion, but she needs at least one reliable starter or protector. Without that, she is forced to create every mark herself, and good teams will punish her entry before Sleep matters. Pair her with one engager, one wave-control or sustain champion, and one high-damage follow-up, and her fights become much easier to execute.

Lillia ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityShe is usually a patient poke-and-kite mage who waits for good E tags or front-to-back Q angles before committing to her ultimate.She becomes a high-tempo skirmisher and fight starter who creates repeated contact, forces bad chases, and punishes enemies who spend gap closers.Shift from passive poke scaling to active tempo fighting and early engagement.
W UsageFights are slower, sometimes allowing you to walk up and W a rooted target without immediate consequence.Missed W creates a huge punish window, so use it only after sleep, allied crowd control, or when an enemy dash is spent.Save W for confirmed targets; failed commitment is punished harder than normal.
Ultimate TimingYou can spend time fishing for poke before looking for a huge multi-target R setup.R should end a fight pattern, not start a desperate one, because opponents recover or counter-engage with augmented power quickly.Use R when your team can instantly follow; avoid using it on single low-value targets.
Tempo and PacingLong poke phases allow Lillia to farm stacks of pressure through repeated Q and E attempts safely.Augments compress the rhythm, flipping fights from neutral to lethal quickly, so arriving late to the deciding engage costs your team.Step up with your frontline and take short, repeatable passes instead of waiting.
Build LogicShe can sometimes get away with greedy AP choices if the enemy lacks hard engage.Pure damage builds often fail because fights reach you faster; you need durability to survive the first contact and apply multiple passive rotations.Prioritize survival and uptime over theoretical damage to protect your pattern.

Champion Analysis

Role / Current performance

Overview

In League of Legends Hextech Mayhem (ARAM) mode, Lillia the Bashful Bloom operates as a highly mobile AoE mage, seamlessly transitioning from her jungle origins into a dominant mid or top lane pick. Her primary strategic value lies in her passive ability, Dream Dust, which deals damage scaling with a target’s maximum health percentage, making her remarkably effective against even the tankiest frontline champions. This allows Lillia to threaten durable opponents that other mages might struggle to take down. Her Q ability, Blooming Blows, serves as her primary poke tool, featuring a short cooldown and a movement speed boost that enables her to harass opponents relentlessly during the laning phase and maintain excellent positioning. The W ability, Watch Out! Eep!, delivers true damage and represents her core burst damage source, providing a critical spike in her damage pattern. Her E, Swirlseed, offers long-range slow utility, valuable crowd control that helps her team set up engagements or catch fleeing enemies. Lillia’s ultimate, Lilting Lullaby, is one of the most devastating crowd control abilities in Hextech Mayhem, putting all enemies within range to sleep and capable of single-handedly turning the tide of a team fight. This ultimate creates massive windows for her team to follow up with damage or objectives. The champion’s identity is defined by a rhythm of constant movement and ability rotation: she uses her speed boost from Blooming Blows to dance around fights, applying passive damage over time, landing true damage bursts with Watch Out! Eep!, and setting up kills with Swirlseed before unleashing Lilting Lullaby at the decisive moment. Mastering this rhythm and timing is essential, as poor execution can leave her vulnerable or waste her game-changing ultimate. Lillia’s damage pattern combines sustained poke, max health percentage damage, true burst, and AoE control, giving her both consistent threat and explosive team fight potential. Her practical strategic value stems from her ability to pressure tanks, control space with slows, and single-handedly decide large-scale engagements with a well-placed sleep. She stands as a nightmare for any opposing team when piloted with proper pacing and awareness of cooldowns.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Lillia thrives on controlled movement and repeated light trades in ARAM: Mayhem. Her default poke pattern involves walking up from the side of the minion wave, tagging enemies with the outer edge of Q, then immediately drifting backward before they can answer. For a standard engage, she lands Snowball or a long-range E first, follows with Q while moving across the enemy front line, and uses R only after multiple enemies are affected by her passive, committing W only when the target is already controlled or isolated. When divers enter her team, she steps sideways, hits them with Q, places E through the narrow lane to tag the backline, then uses R to stop the second wave of follow-up. For escapes, she casts E down the lane while retreating, clips pursuers with Q for movement momentum, and holds W unless an enemy is already slowed or asleep. Snowball serves as both threat and dash; landing it forces carries to respect her sleep follow-up even without immediate recast. The best Snowball engage comes after an enemy has used a dash, shield, or crowd control, and she recasts only when her team is close enough to hit sleeping targets. She avoids snowballing into five enemies just because her ultimate is ready. A defensive Snowball trick involves marking an enemy frontline during retreat, then recasting only if it moves her away from the enemy backline. Positioning on the narrow map demands playing diagonally, using shallow arcs so her Q edge connects while keeping her outside straight-line engage angles. She uses the side wall as a safety rail, approaching from one side and retreating toward it. She hovers just off her frontline's shoulder to sweep around fights. Against heavy poke, she waits behind minions and steps forward only when a key projectile has missed. Against hard engage, she keeps one body length behind her frontline, punishing with Q and R after they commit. Target priority shifts by enemy composition: versus squishy poke teams, she forces any tagged carry to back; versus dive-heavy teams, she sleeps the first diver and the follower; versus tank-heavy teams, she repeatedly applies passive and kites while looking for E onto the backline; versus shield sustain, she staggers damage and waits for defensive tools before multi-target R; versus pick comps, she prioritizes survival and punishes only after the pick spell is down. Hextech augment windows influence timing: damage-trigger augments are activated through safe passive application first, mobility-trigger augments pair with her hit-and-run rhythm, defensive augments mean she saves hardest commit for when the window is available, on-hit augments encourage short waves, and ultimate-related augments are best used when multiple enemies are grouped. Resource discipline is critical: she enters fights with movement already built when possible, avoids throwing E on cooldown without a target, sequences cooldowns carefully, and uses R after the enemy has spent mobility or clustered. W is a punish tool on controlled enemies, not a starter. When pushing, she walks beside the wave; when being pushed, she clears just enough and looks for E through the wave near her structure. After winning a fight, she helps move the wave but avoids standing under tower without passive momentum. Good dives require tagged enemies, key crowd control used, and team proximity; bad dives see her being first under tower or needing W just to reach. The best tower sequence involves poking, applying passive to multiple targets, then sleeping them as her team enters.

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Playstyle Guide

Playstyle / Team structure

Play guide

Lillia the Bashful Bloom's playstyle in Mayhem revolves around movement speed, short hit-and-run trades, and ultimate threat. In the early game, she starts slightly behind the front line, near the lane's side to build speed with Q edges and quickly drift back before enemy poke lands. She uses the minion wave as a safe movement-speed battery, tapping it with Q when safe and kiting sideways rather than backward. Her early poke rhythm is short: a Q edge hit, step out, then look for E through minions or down the lane. W is reserved for targets already controlled or slowed, as using it for raw engage leaves her locked in place. Snowball is treated as a threat extender, not an automatic dash; she throws it after an enemy has used their main crowd control or mobility, and only recasts when she can guarantee a Q edge, W center, or multi-target R setup. The core trading rule is that hit-and-run beats all-in; tagging two or more enemies builds future ultimate pressure, while tagging only one tank calls for resetting the angle. Early augment choices should counter what the enemy draft denies—movement, ability haste, or survivability against poke or engage, and damage or burn options when her team already has reliable frontline. In the mid game, levels 7-11 are Lillia's most important phase. With items and augments, she repeatedly threatens the full sequence: tag multiple enemies, cast R, reposition during the sleep delay, then land W or Q edge as the team collapses. After taking wave control, she pushes quickly with Q and E, then steps into side angles rather than standing in the cleared center. Snowball timing is best after her team has created a health lead or forced a key defensive spell; she uses the dash only if she can instantly sleep the target or exit with movement speed. Teamfight choice depends on the enemy composition: flank sleep when carries stand close together, front-to-back burn when the enemy has point-and-click crowd control or multiple knockups. When ahead, she keeps the lane pushed and forces repeated fights, using R proactively on two valuable targets or a carry and their peel. When behind, she plays near her tower, tags the first diver with Q, and saves R until the enemy commits multiple bodies. After every ultimate fight, she shifts to a lower-risk pattern until R is ready again. Late game Lillia is a fight warper, not a simple diver. Her value lies in forcing the enemy to spread and misposition because any multi-target tag can become a fight-winning R. She balances three jobs: engage when the angle is clean, protect carries when divers commit, and clean up once enemies are slowed, slept, or separated. Positioning is diagonal behind the frontline, using lane edges and minion waves to hide E angles. Target priority goes to grouped carries, immobile mages, and peel champions; hitting frontline is acceptable only to stack movement, apply passive pressure, or set up a defensive sleep. She starts fights only when she has tagged multiple enemies, an ally has controlled a carry, enemy cleanse or immunity tools are forced, or her Snowball lands with team in range. Hold ultimate longer against assassins and divers, letting them enter before sleeping them inside her team's damage zone. Cleanup involves using W on targets that cannot dodge and Q edge while circling, avoiding overchasing. A late Snowball recast can win or lose the game, so she recasts only for guaranteed multi-target sleep, finishing a carry with follow-up, or dodging a worse incoming engage.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Lillia the Bashful Bloom excels in ARAM: Mayhem when she plays as a space thief rather than a frontliner, using high movement to tag targets and drift back before the enemy can layer crowd control. Her primary strength is the ability to force enemy carries to choose between last-hitting the wave or eating her poke, and she can convert a single wounded frontline into a full team retreat by angling away from engage tools and repeating from the side. When ahead, Lillia calls fights only after multiple enemies are marked and her team can reach the sleeping targets; she does not burn her sleep setup on a single tank that the team cannot kill. She waits for the enemy to use main crowd control before going deeper, moving in for outer-edge hits and threatening the center only when the target is slowed or forced into a narrow path. Augments that grant movement, haste, or repeated spell access tighten her hit-and-run loop but do not protect against being pinned by hard crowd control. Defensive augments allow one extra step forward if an exit path exists, but they are wasted if used to stand still and trade like a tank. Lillia’s cleanest way to convert a lead is to kite backward through her team and make overconfident chasers overextend into allied damage; the throw occurs when she gets greedy for the final hit and leaves her carries behind. When behind, Lillia stops trying to be the first champion in and focuses on slowing the enemy push, punishing overextensions, and holding her sleep threat until the enemy gives a real clump or greedy dive. She clears and pokes from the safest angle, using minions and terrain to make the enemy’s engage path awkward. If her team lacks damage for a straight 5v5, she forces staggered fights by marking a frontliner repeatedly, waiting for the enemy backline to step too close. She saves hard commitment for the moment an enemy carry uses mobility or defensive tools early. When the enemy dives her backline, she peels first and holds her sleep setup for the follow-up wave. If her team is low and cannot follow a deep engage, she uses Snowball as pressure rather than committing. Augments that grant range, poke access, or safer spell delivery allow her to fish from behind her wave; defensive augments help her survive the first catch and retreat into the team. The comeback window appears when an overconfident enemy groups tightly to end, allowing a safe mark into a multi-target sleep that her team can immediately punish. Lillia tracks who can stop her movement, baits hooks and stuns with short steps forward, keeps one escape direction open, and only turns when the enemy wastes damage into the wrong target. She accepts slow recovery, knowing that safe poke, delayed pushes, and one protected carry are enough to rebuild the game until the enemy overreaches.

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Champion Background

Lore / Identity / Text block

Background copy

Lillia the Bashful Bloom relies on a constant cycle of tagging enemies with her passive dream dust, which applies delayed magic damage and marks them for her ultimate, Lilting Lullaby. In ARAM: Mayhem, where fights erupt rapidly and space is limited, her effectiveness hinges on maintaining mobility and avoiding direct exposure. Her primary tool, Blooming Blows, is a sweeping area-of-effect around her that grants movement speed when hitting the outer edge. This allows her to weave in and out of skirmishes, tagging multiple enemies without committing to a stationary trade. The key to her survivability is landing the outer ring of Q while curving away immediately; stepping into the center of the enemy team trades her safety for a guaranteed hit, which is rarely optimal. Her secondary damaging ability, Watch Out! Eep!, is a heavy short-range slam that rewards setup from crowd control or sleep. It should not be used carelessly due to its delay and vulnerability during the wind-up. In Mayhem, it is best saved for punishing enemies who have already used mobility or are locked down by her ultimate. Swirlseed gives Lillia reach from a distance, making it her safest option to apply passive marks before a fight fully commits. The seed can bounce through minion waves to hit clustered backliners, creating engage threats without requiring her to enter danger. The ultimate, Lilting Lullaby, only affects champions currently marked by her passive’s dream dust. It makes them drowsy and then asleep, but damage early wakes them. This ability is her fight breaker in Mayhem: a well-timed multi-target sleep can halt a dive, initiate a wipe, or buy time for the team to reset. However, it is highly punishable if used without meaningful marks or if the team cannot follow up. A missed or low-value ultimate leaves Lillia without her strongest control tool during the next fight. Throughout the game, Lillia must balance her aggressive tagging with discipline. Early fights call for safe Q edge hits and long E tags to accumulate health advantages without going all-in. In full teamfights, her job is to mark multiple targets while avoiding the first chain of crowd control, then commit with W only when the enemy’s punish tools are exhausted. Enemies counter her by dodging her initial spells, spreading out to limit ultimate value, or using point-and-click crowd control and burst to shut her down before she builds momentum. Missing her poke window or failing to apply passive marks removes her ultimate threat entirely, forcing her to walk into danger to stay relevant. Lillia is thus a champion of patience and precision, where every ability used must contribute to her mark-and-sleep loop or risk leaving her vulnerable and ineffective.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Lillia wins ARAM: Mayhem fights by touching the edge of danger without standing inside it. Most bad Lillia games come from two habits: forcing the center of the fight too early, or holding back so long that your sleep setup never matters. Spamming Q while standing still in the wave makes you an easy target for hooks and stuns before building tempo; instead cast Q while moving across the edge, clipping enemies with the outer part and drifting sideways or backward. Treating W like a normal gap closer and throwing it at max reach into a full team lands you in the middle, misses the high-impact hit, and gets you punished; use W only when the target is already slowed, asleep, trapped by an ally, or forced into a narrow path. Throwing E straight down the lane every time lets the enemy learn the angle and sidestep for free; vary the angle by bouncing through minions, sending from brush, or throwing when enemies are locked into last-hitting or dodging another spell. Pressing R the moment one enemy is marked, even a tank standing safely near their team, wastes your biggest fight tool for low payoff; look for marked carries, multiple marked targets, or a marked diver who has overcommitted into your team, and use single-target R only when that target is actually killable or stopping them saves your backline. Breaking sleep instantly with weak poke or an accidental tick when your team is not ready gives the target a window to flash away or turn the fight; instead ping or move toward the slept target and time follow-up with the team’s highest damage or crowd control. Ignoring movement pattern after each spell loses Lillia’s biggest advantage and makes you a short-range mage with no escape plan; every cast should have a path attached—Q across, E from cover, W after crowd control, then kite out before the enemy can answer. Using Snowball as a blind engage just because it connects leads to arriving before your team and dying with R unused; take the second Snowball only when the target is isolated, controlled, low enough to finish, or when the team is clearly moving with you. Aiming every Q for damage instead of safety steps into threat range of point-and-click crowd control or instant burst; against hard engage use Q as a spacing tool first and a damage tool second, clipping the nearest enemy then kiting diagonally away. Decision mistakes include playing like the main tank because Lillia can move fast and survive short trades, which starts fights from the wrong place and gives the team no sleep threat; let true frontliners or poke pressure start the exchange, then enter when enemies are already aiming elsewhere. Refusing to fight until a perfect multi-person R lands causes your team to lose health, wave control, and space; use smaller advantages like a clean sleep on a carry or a diver that changes the fight immediately. Diving past the frontline every fight separates you from damage dealers and lets the enemy frontline turn on your team; hit whoever lets you keep moving safely, burning down the frontline while preparing R for anyone marked in a bad position. Building or choosing augments with no plan for the enemy comp leads to mismatched stats; against heavy burst and lockdown value survival and spacing, and if the team already has peel and setup lean into damage.

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FAQ

Lillia

FAQ

Is Lillia a frontliner in ARAM: Mayhem? No. Lillia plays like a skirmishing AP bruiser who survives by moving in and out, not by standing still and soaking damage. If your team needs someone to start every fight face-first, you can help with Sleep setup, but you should not be the only champion walking into five enemies. What is Lillia trying to do in a normal fight? Your goal is to tag multiple enemies, keep moving, and look for a Sleep angle once they are softened or grouped. If you rush in before your team is close enough, the enemy can cleanse, disengage, or burst you before your damage matters. Play the edge first, then commit when someone has already used a key crowd control spell or dash. When should I use Sleep? Use Sleep when your team can actually follow it, not just because several enemies are marked. If the enemy carries are clumped and your damage dealers are in range, cast it to force a hard punish. If your team is retreating or dead, saving it can be better than creating a Sleep your team cannot convert.

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