Normal order: Q > E > W, with R taken whenever it is available.
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,000
- Price
- 825
+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
Situational itemstop 12
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
52.76%- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
54.26%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
52.13%- Total Price
- 3,000
- Price
- 825
+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.
53.87%- Total Price
- 3,300
- Price
- 550
+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.
53.17%- Total Price
- 3,400
- Price
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
54.12%- Total Price
- 2,650
- Price
- 950
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.
53.49%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
52.09%- Total Price
- 3,100
- Price
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
52.00%- Total Price
- 3,000
- Price
- 150
+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.
53.90%- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
46.68%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
56.05%Starting items
- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
55.21%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
51.68%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
51.68%- Total Price
- 350
- Price
- 350
+10 Attack Damage
54.65%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
54.65%Core items
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,400
- Price
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Total Price
- 3,100
- Price
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Total Price
- 3,400
- Price
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
Situational itemstop 12
- Total Price
- 3,400
- Price
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
40.00%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
36.36%- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
36.80%- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
37.38%- Total Price
- 3,300
- Price
- 150
+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.
45.97%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
39.76%- Total Price
- 2,800
- Price
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
42.36%- Total Price
- 3,100
- Price
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
41.56%- Total Price
- 3,100
- Price
- 750
+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.
38.55%- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
41.75%- Total Price
- 3,000
- Price
- 825
+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.
34.75%- Total Price
- 3,300
- Price
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
37.75%Starting items
- Total Price
- 1,300
- Price
- 1,300
+40 Attack Damage
37.15%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
38.15%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
38.15%- Total Price
- 1,000
- Price
- 300
+20 Attack Damage 10 Lethality
42.55%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 62.93% | 6.17% | 437 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 56.79% | 7.90% | 560 |
Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 56.19% | 7.64% | 541 |
Upgrades Infinity Edge , empowering it to gain Sword of the Divine's Excoriate . Additionally, gain 500 and 25% critical strike chance . Excoriate: Gain a random amount of bonus critical strike damage that scales up to 50% of your critical strike chance , with the value of this amount changing every 0. 25 seconds. View augment details | Gold | T1 | 56.00% | 8.47% | 600 |
Upgrades The Collector , empowering Death to have its execution threshold increased by 0. 5 % each time you kill an enemy champion, capped at a threshold of 12.5% of the target's maximum health , and Taxes to generate a further 25 (total 50 ) from kills. Additionally, gain 250 . View augment details | Silver | T1 | 55.06% | 11.71% | 830 |
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 | 53.55% | 5.77% | 409 |
Upgrades Hubris , empowering Eminence to heal you for 2. 5 % (+ 0. 5 % per stack) maximum health upon being triggered and grant you 10 (+ 5 per stack) bonus movement speed for its duration. Additionally, gain 250 . View augment details | Gold | T1 | 53.30% | 7.92% | 561 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 53.25% | 17.36% | 1,230 |
After dashing or blinking , gain a shield that lasts for 2 seconds and absorbs 65 – 290 (based on level) (+ 65% AD) (+ 26% AP) damage (5 second cooldown). View augment details | Silver | T1 | 52.91% | 4.62% | 327 |
Grants 60% bonus attack speed . View augment details | Silver | T1 | 52.73% | 12.15% | 861 |
Your basic attacks launch a bolt at the target that fires after a 0. 225 -second delay on-attack , deals 40% of the triggering attack's pre-mitigation damage, and applies on-hit effects at 40% effectiveness. Additionally, increase your total attack speed by 10% . View augment details | Prismatic | T1 | 52.52% | 6.45% | 457 |
Gain 15% omnivamp . View augment details | Silver | T1 | 52.41% | 12.28% | 870 |
Gain the Conqueror and Lethal Tempo keystone runes. View augment details | Prismatic | T1 | 52.16% | 5.22% | 370 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T1 | 51.42% | 16.88% | 1,196 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 51.05% | 4.70% | 333 |
Casting your ultimate ability empowers you for 10 seconds, causing you to gain a shield for 50% of your maximum health , 20% omnivamp , and 30% bonus movement speed for the duration (20 second cooldown). View augment details | Prismatic | T1 | 50.55% | 6.42% | 455 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T1 | 50.16% | 8.61% | 610 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 50.00% | 7.59% | 538 |
Increase your bonus attack speed gained from all sources by 20% . While at 1. 75 attack speed or higher, your basic attacks deal 40 bonus magic damage on-hit. View augment details | Gold | T1 | 49.89% | 12.45% | 882 |
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 | 48.44% | 10.43% | 739 |
Gain ( 250 / 150) bonus attack range. View augment details | Prismatic | T1 | 48.36% | 6.45% | 457 |
Basic attacks generate a stack, up to 2 times. At 2 stacks, your next basic attack consumes all stacks to apply on-hit effects again at 150% effectiveness. View augment details | Gold | T1 | 48.00% | 6.00% | 425 |
Basic attacks launch a Firecracker at a nearby enemy champion that deals 30% AD physical damage and applies on-hit effects. View augment details | Silver | T1 | 47.95% | 6.21% | 440 |
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 | T1 | 47.68% | 6.39% | 453 |
Gain ( 75 / 50) bonus attack range. View augment details | Silver | T1 | 47.65% | 7.20% | 510 |
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 | T1 | 47.33% | 5.28% | 374 |
Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them. View augment details | Gold | T1 | 46.52% | 6.28% | 445 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 63.57% | 1.82% | 129 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 61.45% | 2.34% | 166 |
Gain Shaco's Backstab , Deceive and Hallucinate's explosion. Replace a summoner spell with Deceive . Passive - Backstab: Your basic attacks deal 20 – 35 (based on level) (+ 50% bonus AD) (+ 35% AP) bonus physical damage on-hit when hitting an enemy from behind. Active - Deceive: Become invisible for up to 3 seconds and blink to the target location within 400 units after a 0. 125 -second delay. Your next basic attack while in stealth deals 100 (+ 150% bonus AD) (+ 55% AP) bonus physical damage , increased to [ 155 (+ 232. 5 % bonus AD) (+ 85. 25 % AP) bonus physical damage ] if Backstab was applied (45 second cooldown). Passive - Hallucinate Death: Upon your death, release an explosion in a 350 radius of your death location, dealing 25% of target's maximum health true damage to enemies within. Additionally, you deploy a box at the location of your death that instantly fears nearby enemies for 1 second. This box does not attack but lasts for 3 seconds. View augment details | Prismatic | T2 | 61.06% | 3.19% | 226 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 60.39% | 2.92% | 207 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 60.26% | 2.13% | 151 |
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 | 60.20% | 2.77% | 196 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 58.15% | 3.20% | 227 |
Grants 50% critical strike chance . View augment details | Gold | T2 | 57.33% | 3.18% | 225 |
Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Prismatic | T2 | 55.24% | 4.04% | 286 |
Gain the Hail of Blades and Press the Attack keystone runes. View augment details | Prismatic | T2 | 54.72% | 2.24% | 159 |
Increases attack damage by 20% . View augment details | Silver | T2 | 54.40% | 2.72% | 193 |
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 | 53.90% | 1.99% | 141 |
Grants 20% heal and shield power . View augment details | Silver | T2 | 53.76% | 2.44% | 173 |
After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds. View augment details | Silver | T2 | 53.21% | 3.95% | 280 |
Convert all of your ability power into bonus attack damage at a rate of 1 bonus attack damage per 1. 66 ability power . Additionally, increase your total attack damage by 15% . View augment details | Silver | T2 | 53.13% | 2.71% | 192 |
Dashing or blinking grants 12 bonus armor and bonus magic resistance , stacking up to 5 times for a total of 60 bonus resistances. Stacks are reset every 60 seconds since acquiring the augment. View augment details | Gold | T2 | 53.04% | 3.25% | 230 |
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 | T2 | 52.22% | 2.54% | 180 |
Basic attacks on-hit reduce the target's damage dealt by 15% for 3 seconds, refreshing with each hit. Their size is also reduced significantly for the duration. View augment details | Gold | T2 | 51.32% | 4.29% | 304 |
Basic attacks on-hit deal ( 20 – 40 / 10 – 20) (based on level) (+ ( 25% / 20%) bonus armor) bonus true damage . Additionally, gain 50% bonus attack speed . View augment details | Prismatic | T2 | 51.25% | 2.26% | 160 |
Gain the Fleet Footwork and Grasp of the Undying keystone runes. View augment details | Gold | T2 | 51.24% | 2.84% | 201 |
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 | T2 | 50.60% | 3.51% | 249 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T2 | 49.83% | 4.25% | 301 |
Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast. View augment details | Gold | T2 | 49.75% | 2.87% | 203 |
Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds. View augment details | Prismatic | T2 | 49.34% | 4.29% | 304 |
Gain 1. 5 bonus movement speed per 1 Lethality or flat magic penetration , and 5 bonus movement speed per 10% armor penetration or magic penetration . View augment details | Silver | T2 | 49.15% | 2.50% | 177 |
Your next basic attack in each cardinal direction within 750 range additionally on-attack fires 5 Firecrackers at the target that each deal 8 – 51 (based on level) (+ 14% bonus AD) physical damage , for a total of 40 – 255 (based on level) (+ 70% bonus AD) physical damage (5 second cooldown per direction). Firecrackers' damage is increased by 0% – 50% (based on distance travelled). Each Firecracker can critically strike for (200% + 30% ) damage and applies on-hit effects at 20% effectiveness. View augment details | Prismatic | T2 | 47.56% | 3.18% | 225 |
Abilities with dashes or blinks gain 175 ability haste . View augment details | Prismatic | T2 | 47.45% | 1.93% | 137 |
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 | T2 | 47.20% | 3.53% | 250 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T2 | 46.15% | 2.39% | 169 |
Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Gold | T2 | 44.96% | 1.82% | 129 |
Your base attack speed is set to a static amount of 0. 625 and your attack rate no longer benefits from any source of attack speed bonuses. In return, you gain 25 bonus attack damage and convert every 1% bonus attack speed into 1 bonus attack damage . View augment details | Gold | T2 | 33.58% | 1.89% | 134 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T3 | 60.87% | 1.30% | 92 |
Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units. View augment details | Silver | T3 | 60.53% | 1.61% | 114 |
Upon entering the enemy team's gate or Catapult for the first time, either of which are located near their spawn , you become Kinged , causing you to gain one random Prismatic-tier augment and the first eligible Legendary item in your inventory to be upgraded with improved stats. The gold value of all upgradeable stats on the item is increased by exactly 1000 . King Me prioritize upgrading the first Legendary item eligible for a upgrade based on its position in the inventory, detecting each slot until an eligible item is found. View augment details | Prismatic | T3 | 60.00% | 0.92% | 65 |
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 | 58.18% | 1.55% | 110 |
Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste. View augment details | Prismatic | T3 | 56.34% | 1.00% | 71 |
Dashing or blinking causes you to leave behind a trail from the location you moved to your destination that detonates after 0. 75 seconds in a 300 radius, dealing 70 – 210 (based on level) (+ 125% bonus AD) (+ 60% AP) physical damage per explosion to enemies hit, reduced to 70% against minions . Enemies can be affected only once every second from all cast instances , and the effect is not triggered if you move beyond 2000 units with the dash or blink. This augment is only offered to up to 2 players on each team for a given game. View augment details | Prismatic | T3 | 55.95% | 1.19% | 84 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 55.43% | 1.30% | 92 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T3 | 55.08% | 1.67% | 118 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T3 | 54.55% | 1.55% | 110 |
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 | T3 | 53.25% | 1.09% | 77 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T3 | 52.44% | 1.16% | 82 |
Automatically cast a modified version of Rakan's The Quickness , empowering you to break into a captivating sprint for 6 seconds. While empowered, you gain ghosting and 50% bonus movement speed , and enemies you collide with are knocked down and become charmed for 1. 5 seconds (25 second cooldown). A sparkly tiara will descend upon you 2. 5 seconds before the effect activates. View augment details | Prismatic | T3 | 51.72% | 0.82% | 58 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T3 | 51.56% | 0.90% | 64 |
Damaging enemies with your ultimate ability polymorphs them into harmless critters for 2 seconds, during which their base movement speed is reduced by 60 , and disarms them for the same duration (15 second cooldown per target). View augment details | Prismatic | T3 | 51.56% | 0.90% | 64 |
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 | 51.46% | 1.45% | 103 |
获得?技能急速(40%%i:scaleCrit%)。 View augment details | Silver | T3 | 51.40% | 1.51% | 107 |
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 | 50.59% | 1.20% | 85 |
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 | 50.00% | 1.07% | 76 |
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 | 50.00% | 0.88% | 62 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T3 | 50.00% | 0.85% | 60 |
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 | 49.47% | 1.34% | 95 |
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 | 49.33% | 1.06% | 75 |
Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown). View augment details | Silver | T3 | 48.48% | 1.40% | 99 |
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 | T3 | 48.35% | 1.28% | 91 |
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 | T3 | 47.37% | 1.34% | 95 |
Replace a summoner spell with Blade Waltz . Blade Waltz: Blink to the target enemy champion. After 0. 25 seconds, you then blink to the nearest other enemy champion every 0. 25 seconds over the next 1. 75 seconds, blinking up to 7 additional times. Each time you blink to a target, deal 30 – 150 (based on level) (+ 10% bonus AD) (+ 6% AP) physical damage to them and apply on-hit effects at 50% effectiveness, up to a total of 240 – 1200 (based on level) (+ 80% bonus AD) (+ 48% AP) . While Blade Waltz is active, you are untargetable and unable to act . This effect will end prematurely if there are no longer any nearby valid targets to blink to. A target can be blinked to more than once if there are no other valid targets in range. View augment details | Prismatic | T3 | 46.67% | 1.69% | 120 |
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 | T3 | 46.58% | 1.03% | 73 |
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 | 45.31% | 0.90% | 64 |
Grants 60 ability haste . View augment details | Gold | T3 | 45.10% | 1.44% | 102 |
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 | T3 | 44.44% | 1.02% | 72 |
Your spinning abilities deal 30% increased damage and have their cooldown reduced equivalent to 30 ability haste. View augment details | Silver | T3 | 44.09% | 1.31% | 93 |
Grants 20 bonus attack damage , 10 ability haste , and 5 lethality . View augment details | Silver | T3 | 43.96% | 1.28% | 91 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 43.42% | 1.07% | 76 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T3 | 42.31% | 1.10% | 78 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T3 | 41.86% | 1.21% | 86 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T3 | 40.59% | 1.43% | 101 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 31.25% | 0.90% | 64 |
Gain 40 – 100 (based on level) adaptive force for 3 seconds upon gaining a shield (5 second cooldown). View augment details | Silver | T4 | 56.36% | 0.78% | 55 |
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 | T4 | 50.00% | 0.73% | 52 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T4 | 49.06% | 0.75% | 53 |
Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%. View augment details | Gold | T4 | 34.62% | 0.73% | 52 |
Nilah Skill Combos
Extracted from the skill order guide
Start Q in most lobbies, take E second, and take W third.
Nilah Counters
Counters and threats extracted from the matchup guide
Counters
5Nilah counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Nilah is countered by these champions in ARAM: Mayhem.
Read counter detailsNilah Team Comp Highlights
Partner patterns extracted from the team comp guide
Best Hard Engage Partner
Amumu gives Nilah the cleanest kind of setup: a durable body going first, area crowd control, and a fight shape where enemies are already grouped. Nilah does not want to spend the first second of a fight eating every spell alone. Amumu fixes that by forcing the enemy team to react to him before Nilah commits.
Best Single-carry Protection
Lulu gives Nilah the two things she wants most after committing: protection against burst and extra threat while she stays in melee. Nilah often wins fights by surviving the first enemy rotation. Lulu makes that first rotation much harder to cash in.
Best Layered Teamfight Follow-up
Seraphine gives Nilah a wide fight structure: poke to soften targets, shields or sustain to stabilize, and long-range crowd control that can start or extend a grouped fight. Nilah loves when enemies are already slowed, charmed, rooted, or forced into a narrow lane because her short range matters less once the enemy cannot freely kite.
Best Ball Delivery And Zone Control
Orianna turns Nilah’s dive path into a threat zone. Nilah naturally wants to enter the middle of the enemy team, and Orianna can use that movement to deliver area control and burst. The enemy has to respect both Nilah’s melee threat and the possibility of Orianna punishing a stacked formation.
Best Anti-burst And Counter-dive Partner
Renata helps Nilah survive the ugly part of a dive: the moment every enemy turns and tries to delete her. She also punishes enemy melee champions who rush into Nilah’s team, which matters because Nilah does not always need to be the first engage. Sometimes her best fight is a counter-engage after the enemy walks too far in.
Nilah ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role and Game Plan | Nilah is a follow-up skirmisher who waits for allies to force enemy crowd control usage before dashing in to fight around the chaos. | She becomes a real fight breaker who can punish smaller openings and commit faster because Mayhem rewards immediate all-in decisions. | Shift from patient follow-up to actively punishing smaller enemy mistakes. |
| W Ability Timing | Many players hold W as a panic button until they are already low on health, reacting to damage taken. | Using W only when low is often too late; use it to cross dangerous space where marksmen punish your entry. | Use W proactively during entry rather than reactively when low. |
| Tempo and Patience | Nilah can afford patience behind minions because fights are predictable and mistakes are not always instantly decisive. | Waiting too long can lose the game; use minion waves as launch pads and threaten anyone who steps past the wave. | Replace passive waiting with active hovering and faster engage decisions. |
| Snowball Usage | Snowball is a luxury engage tool where you can mark a carry, wait, and often skip recast if follow-up is unavailable. | Snowball is more dangerous and valuable; recasting into five ready champions means eating every defensive spell at once. | Use Snowball to create angles, not to blindly dive onto the backline. |
| Augment Influence | Nilah's identity is mostly fixed as a melee carry with short range, strong follow-up, and vulnerability to crowd control. | Augments can bend her identity by solving reaching targets, surviving responses, converting kills, or making damage impossible to ignore. | Play the version your augments created, not your normal ARAM habits. |
| Build Flexibility | Builds can be more forgiving with standard damage paths because the fight pattern is slower and teammates start fights. | Items must answer the actual lobby; pure damage feels useless against heavy crowd control if you never get to attack. | Adapt items and runes to the lobby instead of copying standard builds. |
Champion Analysis
Role / Current performance
In Hextech Mayhem (ARAM) mode, Nilah the Joy Unbound is a melee fighter-ADC with extraordinary mobility and impressive sustained damage output. Nilah functions as a melee fighter-ADC whose passive, Joy Unbound, grants bonus attack speed and lifesteal when attacking enemies affected by crowd control or slows. This passive rewards Nilah with excellent damage output when teammates provide CC, making her particularly effective when paired with allies who can apply crowd control effects. Her Q, Jubilant Veil, is Nilah's core damage tool, releasing a water slash that deals physical damage and serving as her primary poke and supplementary damage ability. Nilah's W, Jubilant Veil, is her core survival ability, entering a water state with a nearby ally that grants bonus health and magic resistance to protect both Nilah and her ally. Her E, Slipstream, is Nilah's core mobility tool, allowing her to dash in a target direction for repositioning in the chaotic ARAM environment. Nilah's ultimate, Apotheosis, is her signature ability, releasing a massive water wave that pulls enemies toward Nilah while providing her with a shield. In Hextech Mayhem's crowded fights, this ability consistently grabs multiple enemies and serves as a fight-turning tool that can swing engagements in her team's favor. Nilah's combination of mobility through Slipstream, survivability through Jubilant Veil's protective water state, and crowd control synergy through Joy Unbound makes her a unique and effective melee ADC in Hextech Mayhem. Her ability to reposition quickly, protect herself and allies, and capitalize on crowd control from teammates gives her strong strategic value in the constant teamfight environment of ARAM. The ultimate's ability to pull multiple enemies together creates opportunities for follow-up damage from her team while the shield provides additional survivability during aggressive engagements.
Core Tips
Long-form tips / Play pattern
Nilah wins ARAM: Mayhem fights by choosing the exact moment the lane gets messy rather than engaging as a front-to-back poke champion. Walking up first into five prepared opponents typically wastes mobility just to survive. The correct approach is letting the team create the first reaction, waiting for a key stun, hook, knockup, silence, or displacement to miss, then using Snowball or dash access to enter while the enemy backline steps backward. Start fights from the side of the minion wave rather than the center. Standing directly in the lane means every poke spell and zoning tool travels through Nilah. Holding a slight angle near the wall while threatening a dash through a minion or champion forces enemy carries to choose between backing off the wave or giving an entry line. Use Snowball as a commitment check rather than a panic button, throwing it when the team can follow or when the target has already used a dash, blink, cleanse-like answer, or major peel spell. If Snowball lands on a tank in front, do not instantly take it unless the ultimate can pull multiple enemies or the team is already collapsing. Enter after the first control spell is spent. Nilah is short-ranged and vulnerable to being stopped before damage and sustain start rolling. When committing, commit fully. Half-stepping in, taking poke, then backing out without using the burst window loses health for free. Nilah excels when enemies dive into her team. If an assassin or bruiser jumps the backline, turn instantly instead of chasing their carries. Hold the ultimate for stacked bodies rather than spending it on one tank. If a carry is being jumped, stand between the diver and their exit path to cut off retreat. Always leave one way out before dashing in. If every dash and Snowball reaches the farthest carry, the kill must be immediate. Use the wave as a safety net since minions serve as dash anchors, body blockers, and targeting breaks. When low, stop fishing for miracle all-ins unless a reset fight is starting. Take safe last hits, let sustain and allied healing matter, and wait for enemy cooldowns. Do not stand shoulder to shoulder with the frontline before the fight, as area control and crowd control gain value when the team stacks. Sit slightly behind and to the side, close enough to follow engage but far enough that one spell does not hit both Nilah and the tank. Against heavy poke, play around the health relic side and wall pockets. Against melee-heavy teams, give ground first and let them walk into the team's damage. Kill reachable carries rather than imaginary perfect targets. Frontline is acceptable when they overstep, and assassins become high priority after they commit. Throw Snowball when enemies cannot freely punish the mark, such as after they use a sidestep tool, while attacking the turret, or when grouped behind their minion wave. Do not always take the second cast if the mark lands on a target under five teammates. Plan all-ins around augments that reward combat uptime, and use defensive augments during enemy burst rather than after. Push when ultimate and Snowball are available or when enemy waveclear is down. Pull back when engage tools are unavailable. Dive only when enemies are low, clumped, or missing key peel. When behind, stop forcing first engage and focus on clearing waves, punishing divers, and waiting for enemies to overstep. Build fights around one mistake rather than seeking perfect five-man plays. The main rule is to use the wave, Snowball, and team contact to create close-range brawls on Nilah's terms.
Read full guidePlaystyle Guide
Playstyle / Team structure
Nilah the Joy Unbound requires patience and precise positioning across all game phases in ARAM: Mayhem. During early levels 1 through 6, she must start slightly behind her front line rather than beside them to avoid unnecessary poke damage. Her primary early goal is staying healthy enough to all-in when level 6 arrives. She should use Q to last-hit minions while clipping enemy frontliners, taking short trades and backing out before enemy ranged champions can answer. Snowball serves primarily as a threat tool early, not an automatic engage button. She should throw it at targets who have already used mobility or hold the mark to create pressure, recasting only when her team can follow and her abilities are available. Her first augment determines her aggression level: durability augments allow more wave contesting, damage augments require waiting for real openings, and mobility augments should be saved for moments after enemies miss key control spells. In mid game levels 7 through 11, Nilah reaches her most important bridge phase. She should stand in the second line until fights start, then move like a flanker through the wave side or brush. Her trades can extend longer now, following a pattern of Q forward, hitting the nearest target, waiting for their response, then dashing in only if they miss or overcommit. Mid game Snowball can start fights but only from good board states, after her team has wave control or after enemies use major poke spells. She must decide by level 11 whether she is primary engage follow-up or cleanup carry based on her team composition. Late game levels 12 and beyond demand respect for death timers. Nilah must stand near her strongest teammate and fight from the same lane side to avoid isolation. Random health trades become dangerous, as late fights are decided by who enters with more health and cleaner cooldowns. Late Snowball becomes either fight-winning or a throw, requiring her team to be ready, wave cover available, and enemy formation tight enough that arrival creates multi-target pressure. Her full augment set shapes her win condition: high damage augments focus on target access, durability augments allow fronting fights to bait spells, and repeated casting augments favor fighting in waves rather than suicide engages. Before every late fight, she must quickly assess who can stop her engage, who she can actually kill, and whether her team can reach the same target. If answers are unfavorable, she stalls and clears; if favorable, she takes the first clean Snowball or flank angle and forces the fight before enemy poke accumulates.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Nilah the Joy Unbound excels when she controls lane space and forces enemies to spend defensive cooldowns before she commits to an all-in. Her primary strength lies in threatening short dash-ins that create panic spacing, letting her choose whether to fully commit or retreat through minions, allies, or frontline targets. When ahead, she should take space rather than coinflip dives, standing close enough to threaten carries while keeping an exit available. This forces enemies to use crowd control early or surrender wave control. Her all-in becomes cleaner once the first layer of peel is gone, so she should fight after mages use roots, supports use displacement, or marksmen burn mobility. Her defensive ability should be saved for moments when enemy basic attackers try to punish her entry, not wasted on poke. Ahead, enemies may bait by leaving a low target forward while real damage waits behind, so pressing protection too early leads to death from follow-up damage even if she reaches the target. After securing kills, she should check health and respawn positions before chasing, as ARAM: Mayhem punishes long pursuit when fresh enemies return with cooldowns ready. When behind, Nilah must shrink her role. She gives up lane space before giving up her health bar, standing behind minions or near allies who can punish divers. She uses dash defensively to dodge key spells or retreat, entering late to punish overextensions rather than forcing front-to-back dives. She trades only when enemies step into her team's range, hitting exposed frontliners instead of tunneling carries. Behind, she turns enemy dives into comeback fights by collapsing on assassins or bruisers who commit to her backline. Her ultimate layers best with allied crowd control, creating forced clumps where her team can unload area damage. Casting into enemies with dashes or displacement ready leaves her stranded. Snowball should be a threat rather than always a ticket in; landing on a carry with separated teammates is worth taking, but landing on a tank in front of four ready champions should be left. Augment choices should address her specific vulnerabilities: tenacity or cleansing against point-and-click lockdown, access tools when she cannot reach second targets, or survival tools when fights are scrappy. She must respect anti-dive compositions even when fed, letting tanks or bruisers take the first spell before she arrives half a second later. The classic throw is diving past her team's damage range faster than allies can follow. Health relic discipline matters when behind; she should heal before fighting rather than engaging at half health. If a fight becomes unrecoverable with frontline dead and backline zoned, she clears waves and retreats instead of dashing for revenge kills. The simple rule captures her strategic core: ahead, make enemies spend cooldowns before committing; behind, wait until they spend cooldowns on someone else.
Read full guideChampion Background
Lore / Identity / Text block
Nilah the Joy Unbound is a melee carry whose effectiveness in ARAM: Mayhem depends heavily on coordination with teammates and precise timing of her engagement tools. Her passive, Joy Unending, amplifies nearby allied healing and shielding for both Nilah and the ally involved, making her significantly stronger when paired with enchanters, drain tanks, or shield-heavy frontliners. The experience sharing portion matters mostly during early waves, but the healing and shielding enhancement remains relevant throughout the game. Nilah must stay close to supportive allies when trades are about to happen, and drifting backward while an ally commits a heal or shield wastes one of her best advantages. Enemies can punish this dependency by separating Nilah from her support through zone control, displacement, or forced retreats. Formless Blade, Nilah's Q, is her primary damage and trading tool. It functions as a line skillshot that empowers her basic attacks with extra reach and a sweeping pattern when it connects. Landing Q grants permission to fight, while missing it removes her wave control, reach, and trade threat. The empowered attack window often matters more than the initial damage, so landing Q before committing is critical. In teamfights, Nilah should look for Q angles across the frontline rather than forcing deep engages immediately, using empowered attacks to hit multiple frontliners while her team follows up. Jubilant Veil, her W, provides brief protection against basic attacks and reduces incoming magic damage, with the ability to share this protection with allies she touches. This ability should be saved for the damage patterns that actually threaten her, such as marksmen stepping forward or burst mages adding damage during her dive. Casting W too early allows enemies to wait out the protection and punish her afterward. The ability belongs between her first commitment and deepest commitment, activated when enemy carries begin attacking or when crossing the most dangerous part of their formation. Slipstream, Nilah's E, is both her engage and escape tool, allowing her to dash through targets while damaging enemies passed through. Minion waves matter for E targeting, as she can dash through minions to reposition or use enemy frontline as a bridge. A wasted E is often fatal, leaving Nilah unable to reach priority targets, dodge return crowd control, or escape after her defensive tools expire. In ARAM's narrow lane, a bad E places her in the middle of five enemies with no angle out. Apotheosis, her ultimate, damages nearby enemies, pulls them inward, and heals Nilah based on damage dealt to champions. It serves as her biggest teamfight swing tool and should be used when enemies are close enough that they cannot simply walk out. The best ultimate is often the punish after enemies spend their dashes or crowd control rather than the first engage. R should either start a guaranteed wombo with allied follow-up or punish enemies who grouped to kill her. A missed or low-value R removes Nilah's main comeback button, forcing her to fight like a normal melee carry without the threat of a fight-winning pull.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Nilah wins Mayhem fights by entering at the right moment, staying attached to a target, and turning a crowded brawl into a short-range cleanup. Most bad Nilah games come from forcing the first move or burning defensive tools before the enemy has committed. The fundamental rule is that Nilah should not be the champion who proves the enemy team has crowd control. Make them spend it first, then enter hard. Mechanical mistakes often begin with dashing in before empowered attacks or the main damage pattern is ready. This leaves Nilah in melee range with no real threat, allowing enemies to kite backward and dump crowd control while the team cannot follow. The correct approach is to prep damage first, then dash when the target is already slowed, marked, displaced, or forced to walk through the frontline. If the entry was too early, stop chasing the backline, hit the closest safe target, use movement to exit sideways, and wait for the next allied engage. Using the defensive shroud-style button just to start a fight wastes the tool that should survive the most dangerous part of the trade. Hold it until the enemy commits to hitting Nilah or an attached ally. If it is wasted, back off immediately and play behind minions or teammates until it returns. Dashing through the first target without checking where the dash ends often lands Nilah past the frontline, trapped between the enemy team and the escape path. Aim dashes so the end position is playable, near a kill target with an exit route. Casting the pull or ultimate-style engage when enemies are spread out yields little value and leaves Nilah vulnerable to counter-engage. Use it when enemies are stacked in a choke, grouped around a marked target, or busy hitting a teammate. Treating Snowball as a guaranteed engage tool every time it lands delivers Nilah into the exact crowd control enemies were holding. Take Snowball only when the target is isolated, low enough to finish, or standing near allies who can follow. Standing still after using abilities because sustain is expected to carry the trade makes Nilah an easy focus target. Attack-move constantly at the edge of threat range, step between hits, and keep the escape direction clear. Blowing all mobility to reach a low-health champion under enemy protection often results in dying after the kill and handing the enemy an easy reset fight. Save at least one way out unless the kill ends the fight. Decision mistakes include starting the fight into heavy crowd control. Let a tank, engager, or Snowball user force the first reaction. Nilah should often be the second wave, entering after key stuns, knockups, and displacement tools are committed. Building only for maximum damage when enemies have easy access means one slow, fear, stun, or exhaust-style effect can remove Nilah from the fight. Value durability, sustain, and defensive augments enough to survive the first rotation. Chasing ranged champions through open lane while ignoring the enemy frontline spends the whole fight being kited while the team loses the 4v4 behind. Hit what is safely available until a real backline angle opens. Fighting when the team is not positioned to benefit from area pressure means no ally can layer damage, so enemies simply turn and kill. Check ally distance before committing. Ignoring wave state and health relic control leaves the team poked under pressure with no safe healing access. Help clear when the wave is crashing, then move with the team toward relics or choke points.
Read full guideFAQ
Nilah
Is Nilah good in ARAM: Mayhem? Yes, but she is not a free-roll carry. Pick Nilah when your team can start fights or force enemies to stand close, then enter after key crowd control or burst has been used. The tradeoff is that she is short-ranged, so bad timing turns her from a cleanup monster into the first champion deleted. What is Nilah’s main job in a Mayhem fight? Nilah wants to follow the first engage, hit multiple targets, and turn a messy brawl into a winning reset-style fight. If enemies are grouped or trapped near the wave, dash in and commit with your area damage. If they are spread out and holding disengage, wait; chasing alone usually gives them the punish window they want. Should I play Nilah like an ADC or like a bruiser? Play her like a melee carry, not a backline marksman and not a true tank. You need damage items and aggressive positioning, but you still rely on spacing, ally pressure, and defensive windows to survive. If you build or move like a frontliner, you soak damage without enough control to justify it.
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