Default priority: R > Q > W > E
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- 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.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- 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%.
- 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.
- 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%.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- 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%.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- Total Price
- 2,600
- Price
- 450
+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.
Situational itemstop 12
- 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%- 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%- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
49.36%- Total Price
- 2,600
- Price
- 450
+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.
48.97%- 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%- 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%- Total Price
- 3,250
- Price
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
48.10%- 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%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
48.54%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
52.71%- 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%- Total Price
- 1,000
- Price
- 700
+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.
51.48%Starting items
- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
50.43%- 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%- 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%- 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
- 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.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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%.
- 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.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
- Total Price
- 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.
- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
- 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%.
Situational itemstop 12
- Total Price
- 3,100
- Price
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
48.75%- 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%- 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%- Total Price
- 1,100
- Price
- 800
+12 Magic Penetration +45 Move Speed
44.32%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
49.65%- Total Price
- 2,600
- Price
- 450
+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.
47.66%- 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%- 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%- 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%- Total Price
- 3,500
- Price
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
53.74%- Total Price
- 1,000
- Price
- 700
+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.
51.16%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
53.00%Starting items
- 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%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
46.20%- 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%- 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
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Your ability hits against champions apply a Burn for 3 seconds that deals [ 2 – 20 (based on level) (+ 4. 6 % bonus AD) (+ 2% AP) bonus magic damage per second] (1 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. Additionally, all of your Burn effects reduce the cooldowns of all your basic abilities by 0. 08 seconds for each tick of damage they deal to a target. View augment details | Prismatic | T1 | 65.43% | 16.77% | 3,115 |
Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power . View augment details | Gold | T1 | 63.90% | 15.26% | 2,834 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 61.94% | 7.89% | 1,466 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks). View augment details | Gold | T1 | 60.66% | 9.97% | 1,853 |
Gain ability haste equal to 30% AP . View augment details | Prismatic | T1 | 60.49% | 10.93% | 2,030 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T1 | 60.47% | 15.58% | 2,894 |
Grants 20 – 80 (based on level) ability power . View augment details | Silver | T1 | 60.35% | 7.47% | 1,387 |
Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing. View augment details | Gold | T1 | 60.32% | 20.09% | 3,732 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 60.06% | 13.11% | 2,436 |
You summon a Poro alongside yourself every 3. 5 seconds, up to 5 at a time. Damaging an enemy champion with a basic attack or ability, excluding those which apply damage over time , commands all of your Poros to launch themselves at the target, each dealing true damage equal to 3% of the target's maximum health . If triggered while at the maximum number of summoned Poros , the first Poro to hit the target also knocks them up for 0. 5 seconds. This augment is only offered to up to 1 player on each team for a given game. View augment details | Gold | T1 | 59.90% | 5.44% | 1,010 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T1 | 58.77% | 6.50% | 1,208 |
Damaging an enemy champion with an ability summons a Void Scar at the location they were damaged for 6 seconds (0. 75 -second cooldown per target). If another Void Scar is summoned within 1250 units, through the same condition, both Void Scars are consumed to create a rift to the void between them that converges over 0. 6 seconds and has a width of 250 units. Enemies within the rift are dealt 100 – 450 (based on level) (+ 5. 5 per 1 Lethality) (+ 5. 5 per 1 flat magic penetration) magic damage and slowed by 99% decaying over 1 second. View augment details | Prismatic | T1 | 58.73% | 9.00% | 1,672 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T1 | 58.04% | 5.93% | 1,101 |
Your slowing effects reduce the movement speed of targets by an additional 75 . View augment details | Silver | T1 | 57.98% | 8.03% | 1,492 |
Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast. View augment details | Gold | T1 | 57.76% | 17.48% | 3,248 |
Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown). View augment details | Silver | T1 | 57.52% | 6.65% | 1,236 |
Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Gold | T1 | 56.89% | 6.06% | 1,125 |
Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you. View augment details | Prismatic | T1 | 56.63% | 8.53% | 1,584 |
Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Prismatic | T1 | 56.25% | 9.43% | 1,751 |
Hitting an enemy champion with an ability generates a stack of Popoff for 6 seconds, stacking up to 6 times. For each stack, your basic abilities' cooldowns progress 2. 5 % faster. At maximum Popoff stacks, this value is doubled, for a total of a 30% faster progression time. View augment details | Silver | T1 | 56.23% | 9.81% | 1,823 |
Convert all of your bonus attack damage into ability power at a rate of 1 ability power per 0. 6 bonus attack damage . Additionally, increase your ability power by 15% . View augment details | Silver | T1 | 56.09% | 6.67% | 1,239 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 54.76% | 7.35% | 1,366 |
Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities. View augment details | Gold | T1 | 54.57% | 7.71% | 1,433 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 64.30% | 3.86% | 717 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 63.28% | 2.17% | 403 |
Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.] View augment details | Silver | T2 | 62.87% | 1.99% | 369 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T2 | 62.77% | 2.76% | 513 |
Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration View augment details | Gold | T2 | 62.48% | 3.21% | 597 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T2 | 62.22% | 2.14% | 397 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 62.20% | 1.81% | 336 |
Deal 1% increased damage per 10 movement speed you have more than the target. View augment details | Silver | T2 | 62.01% | 2.04% | 379 |
Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap View augment details | Silver | T2 | 61.53% | 3.53% | 655 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 61.30% | 3.64% | 677 |
Gain a Needlessly Large Rod . Quest: Obtain Rabadon's Deathcap and Zhonya's Hourglass . Reward: Upon completing your Quest , convert the items you obtained for the quest into Wooglet's Witchcap . View augment details | Prismatic | T2 | 60.87% | 3.47% | 644 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death. View augment details | Gold | T2 | 60.42% | 1.52% | 283 |
Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 60.24% | 1.79% | 332 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T2 | 59.53% | 3.92% | 729 |
Your spinning abilities deal 30% increased damage and have their cooldown reduced equivalent to 30 ability haste. View augment details | Silver | T2 | 59.42% | 3.54% | 658 |
【中娅沙漏】的冷却时间降低至45秒。你现在可以在【中娅沙漏】、【探索者的护臂】或【沃格勒特的巫师帽】凝滞状态持续期间移动。 View augment details | Silver | T2 | 59.19% | 3.57% | 664 |
Grants bonus health equal to 50% maximum mana . View augment details | Silver | T2 | 58.90% | 2.54% | 472 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T2 | 58.66% | 4.35% | 808 |
Your abilities' mana costs are doubled, but you also gain 10% (+ 0. 5 % per 100 maximum mana) increased damage as well as self and outgoing healing and shielding . View augment details | Gold | T2 | 58.47% | 3.88% | 720 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T2 | 58.20% | 2.33% | 433 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 58.10% | 2.33% | 432 |
Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds. View augment details | Prismatic | T2 | 58.03% | 2.08% | 386 |
Grants 60 ability haste . View augment details | Gold | T2 | 58.01% | 4.17% | 774 |
Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 57.48% | 2.73% | 508 |
Gain 15% omnivamp . View augment details | Silver | T2 | 57.32% | 1.73% | 321 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T2 | 57.25% | 3.01% | 559 |
Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn. View augment details | Gold | T2 | 57.25% | 3.01% | 559 |
Gain the Arcane Comet and Summon Aery keystone runes. View augment details | Gold | T2 | 56.66% | 3.64% | 676 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T2 | 56.43% | 1.51% | 280 |
Damaging abilities against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 10 – 30 (based on level) (+ 7% bonus AD) (+ 7% AP) magic damage (5 second cooldown). Additionally, gain 15% critical strike chance . View augment details | Silver | T2 | 56.11% | 3.96% | 736 |
Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 55.03% | 2.94% | 547 |
Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 54.77% | 3.78% | 703 |
Your abilities now have a health cost of 5% current health to cast them. In return, you gain ability power based on your missing health , up to 75 – 150 (based on level) at 70% missing health , 0% – 50% (based on missing health) bonus movement speed , and 0% – 20% (based on missing health) omnivamp . View augment details | Prismatic | T2 | 54.29% | 3.07% | 571 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T2 | 54.28% | 1.64% | 304 |
Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them. View augment details | Gold | T2 | 53.31% | 3.57% | 664 |
Scoring a champion takedown causes the area around the slain champion to explode in a 500 unit radius, dealing adaptive damage to enemies within equal to 15% of their current health and leaving behind a zone for 1. 5 seconds that slows enemies within by 60%. View augment details | Gold | T2 | 52.62% | 2.87% | 534 |
Casting your ultimate ability empowers you for 10 seconds, causing you to gain a shield for 50% of your maximum health , 20% omnivamp , and 30% bonus movement speed for the duration (20 second cooldown). View augment details | Prismatic | T2 | 51.86% | 1.59% | 295 |
Damaging basic attacks or abilities against enemy champions deal 50 – 150 (based on level) (+ 40% bonus AD) (+ 20% AP) bonus magic damage , and grant you 30 and 25% bonus movement speed for 1. 5 seconds (30 second cooldown per champion). View augment details | Prismatic | T3 | 63.20% | 0.67% | 125 |
Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1. 5 % for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction. View augment details | Silver | T3 | 62.07% | 0.78% | 145 |
Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot. View augment details | Prismatic | T3 | 61.69% | 1.08% | 201 |
Healing and health regeneration you do causes you to deal 70% of that value in magic damage to the nearest enemy champion within 1000 units. View augment details | Prismatic | T3 | 59.39% | 1.06% | 197 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T3 | 59.26% | 0.87% | 162 |
Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%. View augment details | Gold | T3 | 58.73% | 0.68% | 126 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T3 | 58.54% | 0.88% | 164 |
Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds. View augment details | Silver | T3 | 58.30% | 1.20% | 223 |
Gain Leona's Sunlight . Sunlight: Your damaging abilities mark enemies, causing them to take 40 – 200 (based on level) bonus magic damage from your ally's next basic attack or ability hit against them (0. 75 -second cooldown per target). View augment details | Gold | T3 | 57.72% | 0.80% | 149 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T3 | 57.66% | 0.74% | 137 |
Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields . View augment details | Prismatic | T3 | 57.36% | 0.69% | 129 |
Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown). View augment details | Gold | T3 | 57.02% | 0.65% | 121 |
Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size. View augment details | Gold | T3 | 56.35% | 0.68% | 126 |
Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed . View augment details | Prismatic | T3 | 56.07% | 1.15% | 214 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T3 | 55.56% | 0.87% | 162 |
Your heals and shields cause you to fire a missile to the nearest enemy unit within 650 units over 0. 32 seconds, applying a Burn upon arrival that deals magic damage equal to 0. 2 % of the target's maximum health every second over 5 seconds, for a total of 1% (1. 5 -second cooldown). The Burn's per-tick damage increases to up to 0. 8 % of the target's maximum health based on the relative value of the triggering heal or shield against the maximum health of the ally recipient, for a total maximum damage of 4% of the target's maximum health . View augment details | Gold | T3 | 55.35% | 0.86% | 159 |
After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Prismatic | T3 | 54.93% | 1.15% | 213 |
Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you. View augment details | Gold | T3 | 54.37% | 1.42% | 263 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 54.35% | 0.99% | 184 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T3 | 53.96% | 0.75% | 139 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 53.78% | 1.21% | 225 |
Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 53.70% | 1.45% | 270 |
Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash . View augment details | Gold | T3 | 51.43% | 0.75% | 140 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 51.21% | 1.11% | 207 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 51.18% | 1.14% | 211 |
Grants 20% heal and shield power . View augment details | Silver | T3 | 51.13% | 0.72% | 133 |
Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance . View augment details | Silver | T3 | 50.82% | 0.66% | 122 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 50.00% | 0.88% | 164 |
Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown). View augment details | Gold | T3 | 49.16% | 0.96% | 179 |
Grants 50% critical strike chance . View augment details | Gold | T3 | 49.07% | 0.87% | 161 |
Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) . View augment details | Silver | T3 | 47.93% | 0.91% | 169 |
Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Gold | T3 | 47.65% | 0.80% | 149 |
You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal pre-mitigation. View augment details | Prismatic | T3 | 39.09% | 0.59% | 110 |
Convert all of your bonus attack speed into ability haste at a rate of 0. 65 ability haste per 1% bonus attack speed . Additionally, your abilities' total cooldowns are reduced by 10%. View augment details | Silver | T4 | 64.20% | 0.44% | 81 |
Replace a summoner spell with Droppybara . Droppybara: Call upon a massive capybara to land down at the target location after 2. 5 seconds, dealing true damage equal to the 30% of the target's maximum health to enemies within a 650 radius. Deals 70% damage to minions. This augment is only offered to up to 1 player on each team for a given game. View augment details | Prismatic | T4 | 62.50% | 0.30% | 56 |
Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units. View augment details | Silver | T4 | 59.62% | 0.56% | 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 | Silver | T4 | 57.69% | 0.56% | 104 |
Gain Shaco's Backstab , Deceive and Hallucinate's explosion. Replace a summoner spell with Deceive . Passive - Backstab: Your basic attacks deal 20 – 35 (based on level) (+ 50% bonus AD) (+ 35% AP) bonus physical damage on-hit when hitting an enemy from behind. Active - Deceive: Become invisible for up to 3 seconds and blink to the target location within 400 units after a 0. 125 -second delay. Your next basic attack while in stealth deals 100 (+ 150% bonus AD) (+ 55% AP) bonus physical damage , increased to [ 155 (+ 232. 5 % bonus AD) (+ 85. 25 % AP) bonus physical damage ] if Backstab was applied (45 second cooldown). Passive - Hallucinate Death: Upon your death, release an explosion in a 350 radius of your death location, dealing 25% of target's maximum health true damage to enemies within. Additionally, you deploy a box at the location of your death that instantly fears nearby enemies for 1 second. This box does not attack but lasts for 3 seconds. View augment details | Prismatic | T4 | 57.61% | 0.50% | 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 | Silver | T4 | 57.61% | 0.50% | 92 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 57.50% | 0.43% | 80 |
Gain the Fleet Footwork and Grasp of the Undying keystone runes. View augment details | Gold | T4 | 57.14% | 0.34% | 63 |
Automatically cast a modified version of Rakan's The Quickness , empowering you to break into a captivating sprint for 6 seconds. While empowered, you gain ghosting and 50% bonus movement speed , and enemies you collide with are knocked down and become charmed for 1. 5 seconds (25 second cooldown). A sparkly tiara will descend upon you 2. 5 seconds before the effect activates. View augment details | Prismatic | T4 | 56.86% | 0.27% | 51 |
Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size. View augment details | Prismatic | T4 | 56.18% | 0.48% | 89 |
Upgrades Bami's Cinder , Hollow Radiance , Sunfire Aegis , and Void Immolation , empowering Immolate to additionally grant you 12 per tick for each enemy champion afflicted by its effect. Additionally, gain 250 . View augment details | Silver | T4 | 55.88% | 0.37% | 68 |
周期性地出现一个小蛋糕快速飞越整个大桥。接住小蛋糕会获得50 %i:goldCoins%金币。小蛋糕还会为你和附近的友军回复? + ?已损失生命值,但你们会被施加持续0.5秒的?减速。你的小蛋糕每治疗1000生命值,就会提供150 %i:goldCoins%金币。获得治疗的总和:?已赚取的金币:? View augment details | Prismatic | T4 | 55.66% | 0.57% | 106 |
Quest: Score 18 champion takedowns . Reward: Upon completing your Quest , you receive The Golden Spatula . If your inventory is full at the time of quest completion, the item will be granted as soon as a slot in the inventory is available. View augment details | Prismatic | T4 | 55.41% | 0.40% | 74 |
Automatically cast a modified version of Lissandra's Ring of Frost , creating a cold pulse around you in 450 radius that roots nearby enemies for 1. 25 seconds (6. 5 second cooldown). This modified ability does not deal damage. View augment details | Silver | T4 | 55.38% | 0.35% | 65 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T4 | 54.90% | 0.27% | 51 |
Your champion abilities deal 35% increased damage and you gain 70 ability haste and 35% increased healing and shielding from all sources, but your ultimate ability is permanently sealed . View augment details | Prismatic | T4 | 54.17% | 0.39% | 72 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T4 | 53.25% | 0.41% | 77 |
Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death). View augment details | Gold | T4 | 50.54% | 0.50% | 93 |
Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste. View augment details | Prismatic | T4 | 50.49% | 0.55% | 103 |
Automatically cast an improved version of Camille's Tactical Sweep when an enemy champion is within 650 units of you, winding up over 0. 75 seconds to slash in a 650 radius around you. The slash deals 200 – 350 (based on level) (+ 75% bonus AD) (+ 45% AP) physical damage to enemies within the area (30 second cooldown). Enemies hit by the outer edge of the circle take bonus physical damage equal to 10% (+ 2. 5 % per 100 bonus AD) (+ 1. 6 % per 100 AP) (+ 0. 1 % per 100 bonus health) of their maximum health and are slowed by 80% decaying over 2 seconds. Additionally, you are healed for 80% of the bonus post-mitigation damage against enemy champions hit by the outer edge. View augment details | Prismatic | T4 | 50.00% | 0.48% | 90 |
Grants a spell shield that blocks the next hostile ability (30 second cooldown, timer does not restart from champion damage taken). View augment details | Silver | T4 | 50.00% | 0.30% | 56 |
Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown). View augment details | Silver | T4 | 48.61% | 0.39% | 72 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T4 | 48.39% | 0.50% | 93 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T4 | 48.00% | 0.54% | 100 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T4 | 47.83% | 0.37% | 69 |
Surrounds you in flames, causing you to apply a Burn every second to enemy champions within 500 units for 3 seconds that deals magic damage equal to [ 0. 6 6 % of your maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Prismatic | T4 | 46.34% | 0.44% | 82 |
你已与【大魔王】本尊签订了一个契约。他每秒汲取你?当前生命值,如果附近有敌人则提升至?当前生命值。作为回报,他会增幅你的攻击和技能以造成额外的?真实伤害,并且它们还会使生命残片出现在附近5秒。吸收一个生命残片会治疗你?生命值并为你提供持续1秒的?移动速度。被汲取的生命值:?已造成的伤害:?已获取的残片:?已回复的生命值:?周期性伤害有1.5秒冷却时间 View augment details | Prismatic | T4 | 45.45% | 0.30% | 55 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T4 | 44.64% | 0.30% | 56 |
Replace a summoner spell with Feel the Burn . Feel the Burn: Casts both Exhaust and Ignite on all enemy champions within 800 units, with the former having its slow strength increased to 50% and the latter modified to deal 70 – 410 (based on level) true damage over the duration. This effect counts as a Burn source. View augment details | Prismatic | T4 | 41.51% | 0.29% | 53 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T4 | 37.14% | 0.57% | 105 |
Lillia Skill Combos
Extracted from the skill order guide
Recommended priority: R > Q > E > W, or R > E > Q > W only if your team cannot safely walk up at all.
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
6Lillia counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
6Lillia is countered by these champions in ARAM: Mayhem.
Read counter detailsLillia Team Comp Highlights
Partner patterns extracted from the team comp 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 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 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 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 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.
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
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | She 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 Usage | Fights 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 Timing | You 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 Pacing | Long 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 Logic | She 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
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
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.
Read full guidePlaystyle Guide
Playstyle / Team structure
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.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
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.
Read full guideChampion Background
Lore / Identity / Text block
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.
Read full guideMistakes to Avoid
Common mistakes / Risk control
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.
Read full guideFAQ
Lillia
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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