ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T1 Rank #17

Malzahar ARAM Mayhem Build & Best Augments

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

Malzahar Malzahar the Prophet of the Void Mage
TierT1
Rank#17
Win Rate53.30%
Pick Rate0.91%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

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

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

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

+12 Magic Penetration +45 Move Speed

Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

Win Rate52.18%
Pick Rate18.12%
#2
Blackfire Torch Blackfire Torch Blackfire Torch
Total Price
2,800
Price
700

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

Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

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

+12 Magic Penetration +45 Move Speed

Win Rate53.07%
Pick Rate9.13%
#3
Malignance Malignance Malignance
Total Price
2,700
Price
650

+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.

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

+12 Magic Penetration +45 Move Speed

Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

Win Rate50.94%
Pick Rate5.59%

Situational itemstop 12

Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

52.72%
Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

52.42%
Blackfire Torch Blackfire Torch Blackfire Torch
Total Price
2,800
Price
700

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

53.17%
Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Total Price
2,600
Price
450

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

52.93%
Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.

51.29%
Malignance Malignance Malignance
Total Price
2,700
Price
650

+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.

50.90%
Morellonomicon Morellonomicon Morellonomicon
Total Price
2,850
Price
400

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

48.80%
Rabadon's Deathcap Rabadon's Deathcap Rabadon's Deathcap
Total Price
3,500
Price
1,100

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

51.04%
Bloodletter's Curse Bloodletter's Curse Bloodletter's Curse
Total Price
2,900
Price
750

+65 Ability Power +400 Health +15 Ability Haste Vile Decay: Dealing magic damage with abilities or passives to champions reduces their Magic Resist by 7.5% for 6 seconds, up to 30%.

51.93%
Archangel's Staff Archangel's Staff Archangel's Staff
Total Price
2,900
Price
450

+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.

52.61%
Void Staff Void Staff Void Staff
Total Price
3,000
Price
1,050

+95 Ability Power +40% Magic Penetration

47.70%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

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

52.58%

Starting items

Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

53.12%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

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

53.12%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

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

53.65%
Fated Ashes Fated Ashes Fated Ashes
Total Price
900
Price
500

+30 Ability Power Inflame Damaging Abilities deal 15 bonus magic damage over 3 seconds. Deals an additional 45 magic damage to monsters.

52.92%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.

52.92%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
56.94%
Pick Rate
21.75%
Games
4,833

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
GoldT156.94%21.75%4,833
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
56.81%
Pick Rate
18.68%
Games
4,151

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
PrismaticT156.81%18.68%4,151
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
56.75%
Pick Rate
6.63%
Games
1,473

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

View augment details
GoldT156.75%6.63%1,473
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
56.13%
Pick Rate
5.91%
Games
1,313

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
GoldT156.13%5.91%1,313
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
55.76%
Pick Rate
4.92%
Games
1,094

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
SilverT155.76%4.92%1,094
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
55.32%
Pick Rate
11.63%
Games
2,585

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.

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PrismaticT155.32%11.63%2,585
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
54.27%
Pick Rate
15.66%
Games
3,481

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 .

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GoldT154.27%15.66%3,481
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
54.03%
Pick Rate
6.30%
Games
1,401

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).

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GoldT154.03%6.30%1,401
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
53.81%
Pick Rate
6.61%
Games
1,468

Gain the Dark Harvest and First Strike keystone runes.

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GoldT153.81%6.61%1,468
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
53.81%
Pick Rate
5.49%
Games
1,221

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

View augment details
SilverT153.81%5.49%1,221
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
53.54%
Pick Rate
4.19%
Games
932

Grants bonus health equal to 50% maximum mana .

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SilverT153.54%4.19%932
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
53.53%
Pick Rate
6.56%
Games
1,457

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

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SilverT153.53%6.56%1,457
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
53.08%
Pick Rate
6.07%
Games
1,349

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).

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GoldT153.08%6.07%1,349
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.96%
Pick Rate
5.24%
Games
1,165

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.

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PrismaticT152.96%5.24%1,165
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
52.83%
Pick Rate
7.86%
Games
1,747

Gain the Arcane Comet and Summon Aery keystone runes.

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GoldT152.83%7.86%1,747
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
52.80%
Pick Rate
4.74%
Games
1,053

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
GoldT152.80%4.74%1,053
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
52.79%
Pick Rate
9.59%
Games
2,131

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

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SilverT152.79%9.59%2,131
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.68%
Pick Rate
9.58%
Games
2,130

Gain ability haste equal to 30% AP .

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PrismaticT152.68%9.58%2,130
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
52.41%
Pick Rate
6.54%
Games
1,454

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

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GoldT152.41%6.54%1,454
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
52.39%
Pick Rate
20.83%
Games
4,629

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.

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GoldT152.39%20.83%4,629
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
52.13%
Pick Rate
9.84%
Games
2,187

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.

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SilverT152.13%9.84%2,187
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
51.85%
Pick Rate
10.57%
Games
2,349

Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities.

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GoldT151.85%10.57%2,349
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
51.46%
Pick Rate
4.92%
Games
1,094

Critical strikes against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 20 – 100 (based on level) magic damage (4 second cooldown). Additionally, gain 25% critical strike chance .

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GoldT151.46%4.92%1,094
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
51.46%
Pick Rate
12.35%
Games
2,744

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

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SilverT151.46%12.35%2,744
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.45%
Pick Rate
4.81%
Games
1,069

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 .

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PrismaticT151.45%4.81%1,069
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.06%
Pick Rate
11.68%
Games
2,595

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).

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PrismaticT151.06%11.68%2,595
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
50.85%
Pick Rate
5.26%
Games
1,170

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 .

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SilverT150.85%5.26%1,170
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
50.49%
Pick Rate
4.63%
Games
1,028

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.

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GoldT150.49%4.63%1,028
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
50.42%
Pick Rate
9.19%
Games
2,043

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
SilverT150.42%9.19%2,043
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
50.29%
Pick Rate
10.07%
Games
2,237

Grants 18% armor penetration and magic penetration .

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GoldT150.29%10.07%2,237
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
50.21%
Pick Rate
4.38%
Games
974

【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
SilverT150.21%4.38%974
Minionmancer Minionmancer Minionmancer Gold
Rarity
Gold
Tier
T5
Win Rate
50.00%
Pick Rate
5.32%
Games
1,182

Your pets deal 40% increased damage as well as gain 40% bonus health and size.

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GoldT150.00%5.32%1,182
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
47.89%
Pick Rate
5.98%
Games
1,330

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
GoldT147.89%5.98%1,330
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
60.69%
Pick Rate
1.83%
Games
407

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.

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SilverT260.69%1.83%407
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
57.69%
Pick Rate
1.29%
Games
286

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

View augment details
PrismaticT257.69%1.29%286
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.84%
Pick Rate
1.23%
Games
274

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
PrismaticT255.84%1.23%274
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
55.45%
Pick Rate
2.85%
Games
633

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.]

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SilverT255.45%2.85%633
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
55.23%
Pick Rate
3.74%
Games
831

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

View augment details
GoldT255.23%3.74%831
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.97%
Pick Rate
1.63%
Games
362

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

View augment details
PrismaticT254.97%1.63%362
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
54.95%
Pick Rate
2.14%
Games
475

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
SilverT254.95%2.14%475
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
54.86%
Pick Rate
2.08%
Games
463

Gain 2 Stat Anvils .

View augment details
SilverT254.86%2.08%463
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
54.75%
Pick Rate
3.22%
Games
716

Grants 60 ability haste .

View augment details
GoldT254.75%3.22%716
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
54.69%
Pick Rate
1.44%
Games
320

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

View augment details
SilverT254.69%1.44%320
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
54.67%
Pick Rate
1.69%
Games
375

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

View augment details
SilverT254.67%1.69%375
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
54.64%
Pick Rate
1.26%
Games
280

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

View augment details
SilverT254.64%1.26%280
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
54.27%
Pick Rate
1.32%
Games
293

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
GoldT254.27%1.32%293
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
54.01%
Pick Rate
3.59%
Games
798

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

View augment details
SilverT254.01%3.59%798
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
53.80%
Pick Rate
2.84%
Games
632

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
GoldT253.80%2.84%632
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
53.44%
Pick Rate
1.89%
Games
421

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

View augment details
PrismaticT253.44%1.89%421
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
53.05%
Pick Rate
3.32%
Games
737

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

View augment details
GoldT253.05%3.32%737
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
52.54%
Pick Rate
3.10%
Games
689

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

View augment details
GoldT252.54%3.10%689
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
52.37%
Pick Rate
1.62%
Games
359

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
GoldT252.37%1.62%359
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
52.35%
Pick Rate
1.92%
Games
426

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

View augment details
GoldT252.35%1.92%426
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
52.35%
Pick Rate
2.40%
Games
533

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

View augment details
GoldT252.35%2.40%533
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
52.24%
Pick Rate
1.81%
Games
402

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
GoldT252.24%1.81%402
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
51.71%
Pick Rate
1.57%
Games
350

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

View augment details
SilverT251.71%1.57%350
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
50.00%
Pick Rate
1.37%
Games
304

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
GoldT250.00%1.37%304
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.84%
Pick Rate
1.37%
Games
305

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
PrismaticT249.84%1.37%305
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
49.62%
Pick Rate
1.20%
Games
266

Basic attacks launch a Firecracker at a nearby enemy champion that deals 30% AD physical damage and applies on-hit effects.

View augment details
SilverT249.62%1.20%266
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
48.96%
Pick Rate
2.39%
Games
531

Gain 1750 upon acquiring this augment.

View augment details
GoldT248.96%2.39%531
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.91%
Pick Rate
1.24%
Games
276

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

View augment details
PrismaticT248.91%1.24%276
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.83%
Pick Rate
1.54%
Games
342

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
PrismaticT248.83%1.54%342
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
48.03%
Pick Rate
1.71%
Games
381

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

View augment details
GoldT248.03%1.71%381
Master of Duality Master of Duality Master of Duality Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.44%
Pick Rate
1.46%
Games
324

Basic attacks on-hit grant 6 – 18 (based on level) ability power and damaging abilities once per cast instance grant 3 – 9 (based on level) bonus attack damage , lasting for 5 seconds, with the duration of both refreshing on subsequent hits, and stacking infinitely.

View augment details
PrismaticT244.44%1.46%324
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
43.11%
Pick Rate
1.27%
Games
283

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

View augment details
GoldT243.11%1.27%283
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
58.70%
Pick Rate
1.11%
Games
247

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
GoldT358.70%1.11%247
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
57.35%
Pick Rate
0.61%
Games
136

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

View augment details
GoldT357.35%0.61%136
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
56.98%
Pick Rate
0.77%
Games
172

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT356.98%0.77%172
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
56.97%
Pick Rate
1.10%
Games
244

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
PrismaticT356.97%1.10%244
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
56.67%
Pick Rate
0.81%
Games
180

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT356.67%0.81%180
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
56.64%
Pick Rate
0.51%
Games
113

Grants 3 random Dragon Souls .

View augment details
PrismaticT356.64%0.51%113
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
56.46%
Pick Rate
0.66%
Games
147

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
PrismaticT356.46%0.66%147
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
56.19%
Pick Rate
0.94%
Games
210

Grants 50% critical strike chance .

View augment details
GoldT356.19%0.94%210
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
56.06%
Pick Rate
0.89%
Games
198

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

View augment details
PrismaticT356.06%0.89%198
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
55.61%
Pick Rate
0.88%
Games
196

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
SilverT355.61%0.88%196
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
54.17%
Pick Rate
0.65%
Games
144

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

View augment details
GoldT354.17%0.65%144
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
54.17%
Pick Rate
0.65%
Games
144

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
PrismaticT354.17%0.65%144
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
53.99%
Pick Rate
0.96%
Games
213

Gain 15% omnivamp .

View augment details
SilverT353.99%0.96%213
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
53.88%
Pick Rate
0.93%
Games
206

Hitting an enemy champion with a basic ability while located at least 700 units away from them at the time of the hit reduces its current cooldown by 80% of its total cooldown, modified to 65% for damage over time abilities.

View augment details
GoldT353.88%0.93%206
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
53.53%
Pick Rate
0.76%
Games
170

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
GoldT353.53%0.76%170
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
52.60%
Pick Rate
0.86%
Games
192

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

View augment details
GoldT352.60%0.86%192
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
52.17%
Pick Rate
0.72%
Games
161

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
GoldT352.17%0.72%161
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.96%
Pick Rate
0.92%
Games
204

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
PrismaticT351.96%0.92%204
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
51.35%
Pick Rate
0.67%
Games
148

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
SilverT351.35%0.67%148
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
51.28%
Pick Rate
0.88%
Games
195

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

View augment details
SilverT351.28%0.88%195
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
50.72%
Pick Rate
0.62%
Games
138

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
GoldT350.72%0.62%138
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
50.68%
Pick Rate
0.67%
Games
148

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
GoldT350.68%0.67%148
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
50.00%
Pick Rate
0.85%
Games
190

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
SilverT350.00%0.85%190
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
49.33%
Pick Rate
0.67%
Games
150

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
GoldT349.33%0.67%150
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.03%
Pick Rate
0.68%
Games
152

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
PrismaticT348.03%0.68%152
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
47.93%
Pick Rate
0.76%
Games
169

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
GoldT347.93%0.76%169
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.85%
Pick Rate
0.73%
Games
163

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
PrismaticT347.85%0.73%163
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
47.12%
Pick Rate
0.94%
Games
208

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

View augment details
GoldT347.12%0.94%208
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
42.96%
Pick Rate
0.61%
Games
135

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
SilverT342.96%0.61%135
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
42.33%
Pick Rate
0.73%
Games
163

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
SilverT342.33%0.73%163
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
39.29%
Pick Rate
0.50%
Games
112

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
SilverT339.29%0.50%112
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
38.33%
Pick Rate
0.54%
Games
120

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

View augment details
SilverT338.33%0.54%120
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
60.98%
Pick Rate
0.37%
Games
82

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
PrismaticT460.98%0.37%82
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
57.78%
Pick Rate
0.40%
Games
90

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
PrismaticT457.78%0.40%90
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
55.93%
Pick Rate
0.27%
Games
59

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
GoldT455.93%0.27%59
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
55.79%
Pick Rate
0.43%
Games
95

Upon dropping below 35% of your maximum health , you knock back all enemies within a 500 radius by 750 units and slow them by 90% for 1. 5 seconds (25 second cooldown, resets upon death).

View augment details
SilverT455.79%0.43%95
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.97%
Pick Rate
0.28%
Games
63

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
PrismaticT453.97%0.28%63
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.33%
Pick Rate
0.27%
Games
60

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
PrismaticT453.33%0.27%60
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
53.13%
Pick Rate
0.43%
Games
96

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
GoldT453.13%0.43%96
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.00%
Pick Rate
0.45%
Games
100

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
PrismaticT453.00%0.45%100
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.94%
Pick Rate
0.23%
Games
51

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

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PrismaticT452.94%0.23%51
Trueshot Prodigy Trueshot Prodigy Trueshot Prodigy Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.82%
Pick Rate
0.27%
Games
61

Upon damaging an enemy while located at over 700 units away at the time of the hit, cast Ezreal's Trueshot Barrage in their direction. The barrage deals 100 – 350 (based on level) (+ 80% bonus AD) (+ 60% AP) magic damage to enemies it passes through (15 second cooldown). This augment is only offered to up to 1 player on each team for a given game.

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PrismaticT450.82%0.27%61
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
50.00%
Pick Rate
0.25%
Games
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).

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SilverT450.00%0.25%56
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
49.48%
Pick Rate
0.44%
Games
97

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.

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GoldT449.48%0.44%97
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.53%
Pick Rate
0.31%
Games
68

你的敌人消失信号将发射一个飞弹至被信号标记的位置,这个飞弹会对敌人造成? + 10%已损失生命值的魔法伤害并治疗友军? + 10%已损失生命值。

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PrismaticT448.53%0.31%68
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
46.43%
Pick Rate
0.38%
Games
84

Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units.

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SilverT446.43%0.38%84
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
44.94%
Pick Rate
0.40%
Games
89

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

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PrismaticT444.94%0.40%89
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
44.93%
Pick Rate
0.31%
Games
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.

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PrismaticT444.93%0.31%69
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
44.16%
Pick Rate
0.35%
Games
77

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

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GoldT444.16%0.35%77
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
42.37%
Pick Rate
0.27%
Games
59

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 .

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GoldT442.37%0.27%59
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
41.67%
Pick Rate
0.38%
Games
84

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 .

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PrismaticT441.67%0.38%84
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
41.51%
Pick Rate
0.24%
Games
53

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

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SilverT441.51%0.24%53
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
39.62%
Pick Rate
0.24%
Games
53

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
PrismaticT439.62%0.24%53

Malzahar Skill Combos

Extracted from the skill order guide

Skill Order
EWQ

Rule of thumb: if an augment rewards repeated spell hits, persistent damage, summon value, or longer fights, you usually stay on E > W > Q.

EQW

If an augment pushes you toward burst windows, short trades, or heavier spell control, you can consider E > Q > W.

REWQ

Normal order: E first, W second, Q last, with R whenever available.

Malzahar Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Malzahar counters these champions in ARAM: Mayhem.

Katarina Katarina Katarina T5
Tier
T5
Rank
#167
Win Rate
44.05%
Pick Rate
0.62%

Katarina the Sinister Blade Katarina is a reset-based assassin who turns teamfights into chain reactions. Her entire identity revolves around securing takedinds to refresh her cooldowns and reposition using her Daggers. In ARAM: Mayhem, she becomes a high-octane cleanup machine where the constant fighting gives her far more reset opportunities than Summoner's Rift. She functions as a melee AP carry who wants to dive the backline. Unlike burst mages who dump their kit and retreat, Katarina stays in the fight. One reset leads to another, and a low-health enemy team can vanish in seconds if she finds her rhythm. Her signature pattern is simple but demanding: throw a Dagger, Shunpo to a target or Dagger, trigger the Dagger's spin damage, and channel Death Lotus on clustered enemies. When someone dies, her basic abilities come back up instantly. In Mayhem's chaotic environment, you will often see her teleport three or four times in a single extended skirmish. The key adjustment for this mode is patience. Mayhem accelerates everything, so the temptation to engage immediately is strong. But Katarina still needs to wait for crowd control to be spent and for enemies to drop to kill range. Her damage is terrifying, but she dies fast if she goes in too early. View champion guide

Master Yi Master Yi Master Yi T1
Tier
T1
Rank
#18
Win Rate
52.96%
Pick Rate
0.73%

Master Yi is a melee reset carry who wants one clean opening, then turns a fight into a chase. He farms damage through repeated autos, uses Alpha Strike to dodge key hits or follow low-health targets, and looks strongest when enemies have already spent their crowd control. In ARAM: Mayhem, the constant fighting gives Yi more chances to snowball, but it also exposes his biggest weakness: he is easy to punish before he commits or right after Alpha Strike ends. Play him like a finisher, not a frontliner. Wait for cooldowns, enter from the side, clean up the first target, then use resets and movement speed to keep the fight rolling. View champion guide

Samira Samira Samira T5
Tier
T5
Rank
#150
Win Rate
46.68%
Pick Rate
0.63%

Samira the Desert Rose Samira is a high-octane hybrid marksman designed to style on enemies through close-range combat and ability weaving. She occupies a unique space between an AD carry and an assassin, relying on her Style meter to unlock her devastating ultimate. Her entire kit rewards aggressive play and rapid input execution, making her one of the most adrenaline-heavy picks in the game. In ARAM: Mayhem, Samira thrives because the constant fighting accelerates her entire game plan. The single-lane format removes her biggest weakness—getting kited or flanked in side lanes—and replaces it with non-stop targets for her dashes and ultimate. She builds Style faster here than in any other mode, letting her fire Inferno Trigger repeatedly throughout a single extended teamfight. Her signature pattern is simple but demanding: stack abilities and auto-attacks to reach Style grade S, then unleash her ultimate for massive area-of-effect damage and healing. Miss the timing or get interrupted, and she pops. Land it, and she turns a messy brawl into a pentakill highlight. View champion guide

Yasuo Yasuo Yasuo T2
Tier
T2
Rank
#35
Win Rate
52.16%
Pick Rate
0.70%

Yasuo the Unforgiven is a mobile melee carry who turns knock-ups, dashes, and fast skirmishes into lethal all-ins. His job is to weave through the frontline, stack pressure with repeated strikes, and punish any enemy who gets lifted or caught too close.In ARAM: Mayhem, Yasuo gets more chances to fight because teams are packed into one lane and engages happen constantly. That helps his signature pattern: wait for a knock-up, dash in, burst the target, then keep moving before the enemy team can lock him down. He is exciting but risky. If he dives without a setup or burns his mobility into crowd control, he can disappear fast.Pick Yasuo when your team has reliable knock-ups or enough frontline to start fights for him. Play patiently when they do not. Let enemies waste key control tools first, then enter from an angle and clean up the fight. View champion guide

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

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

Read counter details

Countered By

5

Malzahar is countered by these champions in ARAM: Mayhem.

Xerath Xerath Xerath T2
Tier
T2
Rank
#61
Win Rate
50.90%
Pick Rate
0.96%

Xerath is a long-range artillery mage who wins fights before they fully start. His job is to sit outside the main brawl, charge up poke, punish grouped enemies, and finish low-health targets when they try to retreat. He is strongest when your team can hold space for him; he is weakest when mobile bruisers or assassins get a clean angle onto him. His signature pattern is simple: keep distance, soften targets with repeated spell hits, then look for a stun or follow-up damage when someone is forced to walk in a straight line. In ARAM: Mayhem, the pace is less forgiving. Augments, extra engage tools, and constant fighting make positioning harder, but they also give Xerath more crowded targets to hit. Play him patiently, punish enemies during their approach, and save your defensive tools for the champion who can actually reach you. View champion guide

Vel'Koz Vel'Koz Vel'Koz T2
Tier
T2
Rank
#58
Win Rate
51.29%
Pick Rate
0.83%

Vel'Koz is a long-range artillery mage who wins fights by poking from safety, lining up crowd control, and turning a caught target into a clean laser finish. He is best when he can stand behind a frontline, angle skillshots through the lane, and punish enemies who walk in straight lines or burn mobility too early. His signature pattern is simple: soften targets with repeated poke, use knock-up or slow pressure to hold them in place, then commit his ultimate when the enemy team cannot easily interrupt, dodge, or dive him. If Vel'Koz fires first without setup, mobile champions can rush him down. In ARAM: Mayhem, the faster pace makes positioning even more important. Extra chaos creates more clustered targets for his skillshots, but it also gives divers more chances to reach him. Play patient, use terrain and allies as cover, and save your big damage for moments where the enemy is already controlled or forced into a narrow path. View champion guide

Ziggs Ziggs Ziggs T3
Tier
T3
Rank
#74
Win Rate
50.23%
Pick Rate
0.78%

Ziggs is a long-range artillery mage who wins space before the fight fully starts. He pokes from safety, clears waves fast, and punishes enemies who walk through narrow lanes or clump around objectives. His signature pattern is simple: throw bombs to chip people down, use minefields and displacement to make engages awkward, then help finish structures when the enemy team is forced back. In ARAM: Mayhem, Ziggs plays even more like a pressure pick. The map is still tight, but the pace is wilder, so he has to keep moving between casts instead of standing still and farming damage. Augments can push him toward heavier poke, better safety, or faster fight cleanup, but his core job stays the same: control the lane, soften targets before they engage, and make every enemy advance cost health. View champion guide

Morgana Morgana Morgana T1
Tier
T1
Rank
#32
Win Rate
52.56%
Pick Rate
1.14%

Morgana is a control mage-support who wins ARAM: Mayhem by catching one target, protecting the right ally, and making tight spaces miserable for the enemy team. Her signature pattern is simple: land a binding, drop her damage zone under the trapped target, then use her spell shield to block the counter-engage or protect whoever is stepping forward. In Mayhem, fights break out faster and augments can make engages much harder to read, so Morgana is strongest when she plays patiently instead of fishing nonstop. Hold key choke points, punish enemies who walk too straight, and save your shield for the spell that actually starts the fight. If you miss your catch tool, back up and reset; if you land it, your team gets a clean window to burst, follow up, or force the enemy frontline to retreat. View champion guide

Olaf Olaf Olaf T3
Tier
T3
Rank
#90
Win Rate
49.10%
Pick Rate
0.18%

Olaf is a front-line bruiser who wants to run straight through the fight, stick to a priority target, and win by refusing to back off. His pattern is simple: land axes, keep chasing, and force enemies to deal with him before he tears through their backline. In ARAM: Mayhem, Olaf benefits from the constant teamfighting and short lanes because he gets to brawl early and often. He is easiest to play when your team can follow his engage or punish enemies who spend everything trying to stop him. If he falls behind or charges in alone, he can be kited after his first push, so pick your moment, commit hard, and make the fight messy on your terms. View champion guide

Read counter details

Malzahar Team Comp Highlights

Partner patterns extracted from the team comp guide

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

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

Amumu

He gives Malzahar the cleanest kind of teamfight setup: a simple engage that pulls enemies into a clump and forces them to stay near each other. That lets Malzahar drop his damage where it matters and turn one catch into a real wipe.

Jarvan IV Jarvan IV Jarvan IV T4
Tier
T4
Rank
#131
Win Rate
48.09%
Pick Rate
0.42%

Jarvan IV – The Exemplar of Demacia Jarvan IV is a dive-heavy engage tank who defines fights by isolating priority targets and forcing them to play his game. His entire identity revolves around the Dragon Strike + Demacian Standard combo, which lets him gap-close, knock up multiple enemies, and set up his ultimate for a death zone. In ARAM: Mayhem, he becomes one of the most consistent engage tools in the game because the mode's accelerated pace and frequent team fights mean his combo is almost always available when you need it. He plays best as a frontline initiator who creates openings for follow-up damage. You're not there to 1v1 carries—you're there to trap them with your team nearby. The Mayhem format favors his playstyle because the constant fighting gives him plenty of opportunities to land game-changing combos, and the gold acceleration helps him hit his tanky item spikes faster than on Summoner's Rift. What changes most in Mayhem is how forgiving his engage windows become. With ability haste more accessible and skirmishes happening non-stop, Jarvan can afford to be aggressive with his combo rather than waiting for the perfect moment. A decent knock-up into a well-placed Cataclysm often wins the fight outright when your team can collapse instantly. Just remember: your ultimate traps allies too, so don't isolate your own carries in the process. View champion guide

Jarvan IV

Jarvan gives Malzahar a hard boundary. He traps targets, cuts off escape paths, and creates a small, ugly fight zone where Malzahar can focus one enemy while the rest of the enemy team gets cut off from helping.

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

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

Orianna

Orianna gives Malzahar layered zone control. She rewards enemies for stacking, and Malzahar punishes them for standing still. Together they make the middle of the fight miserable for anyone who wants to walk forward without a plan.

Sejuani Sejuani Sejuani T3
Tier
T3
Rank
#68
Win Rate
49.87%
Pick Rate
0.33%

Sejuani is a durable engage tank who starts fights, locks down priority targets, and gives her team a clear front line to play behind. Her signature pattern is simple: walk up with allies nearby, threaten crowd control, then commit when an enemy steps too far forward. In ARAM: Mayhem, the constant brawling makes her job easier to understand but harder to execute cleanly. You get more chances to force fights, but bad engages are punished fast, so look for clumped enemies, follow-up damage, or a teammate ready to dive with you before you go in. View champion guide

Sejuani

Sejuani is one of the best partners for protecting Malzahar and starting fights at the same time. She gives him a durable front line, strong crowd control, and a way to keep divers busy long enough for Malzahar to work.

Lulu Lulu Lulu T4
Tier
T4
Rank
#121
Win Rate
47.27%
Pick Rate
0.46%

Lulu the Fae Sorceress Lulu is a whimsical enchantress who controls fights through disruption, buffs, and crowd control rather than raw damage. She excels as a support or utility mage, turning enemy engages into chaos while amplifying her allies. Her signature pattern revolves around Polymorph—shutting down divers or assassins the moment they commit—and using Whimsy to speed up engages or peel threats. In ARAM: Mayhem, her constant poke and shielding become even more oppressive, and the faster pace means her ult and polymorph are available for nearly every skirmish. View champion guide

Lulu

Lulu does not start fights for Malzahar, but she makes him much harder to kill and much safer to hold a side of the map. That matters because Malzahar wins more games when he gets one extra rotation of spell uptime instead of being forced off the fight early.

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

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

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

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

Sejuani Sejuani Sejuani T3
Tier
T3
Rank
#68
Win Rate
49.87%
Pick Rate
0.33%

Sejuani is a durable engage tank who starts fights, locks down priority targets, and gives her team a clear front line to play behind. Her signature pattern is simple: walk up with allies nearby, threaten crowd control, then commit when an enemy steps too far forward. In ARAM: Mayhem, the constant brawling makes her job easier to understand but harder to execute cleanly. You get more chances to force fights, but bad engages are punished fast, so look for clumped enemies, follow-up damage, or a teammate ready to dive with you before you go in. View champion guide

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

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

Lulu Lulu Lulu T4
Tier
T4
Rank
#121
Win Rate
47.27%
Pick Rate
0.46%

Lulu the Fae Sorceress Lulu is a whimsical enchantress who controls fights through disruption, buffs, and crowd control rather than raw damage. She excels as a support or utility mage, turning enemy engages into chaos while amplifying her allies. Her signature pattern revolves around Polymorph—shutting down divers or assassins the moment they commit—and using Whimsy to speed up engages or peel threats. In ARAM: Mayhem, her constant poke and shielding become even more oppressive, and the faster pace means her ult and polymorph are available for nearly every skirmish. View champion guide

Jarvan IV Jarvan IV Jarvan IV T4
Tier
T4
Rank
#131
Win Rate
48.09%
Pick Rate
0.42%

Jarvan IV – The Exemplar of Demacia Jarvan IV is a dive-heavy engage tank who defines fights by isolating priority targets and forcing them to play his game. His entire identity revolves around the Dragon Strike + Demacian Standard combo, which lets him gap-close, knock up multiple enemies, and set up his ultimate for a death zone. In ARAM: Mayhem, he becomes one of the most consistent engage tools in the game because the mode's accelerated pace and frequent team fights mean his combo is almost always available when you need it. He plays best as a frontline initiator who creates openings for follow-up damage. You're not there to 1v1 carries—you're there to trap them with your team nearby. The Mayhem format favors his playstyle because the constant fighting gives him plenty of opportunities to land game-changing combos, and the gold acceleration helps him hit his tanky item spikes faster than on Summoner's Rift. What changes most in Mayhem is how forgiving his engage windows become. With ability haste more accessible and skirmishes happening non-stop, Jarvan can afford to be aggressive with his combo rather than waiting for the perfect moment. A decent knock-up into a well-placed Cataclysm often wins the fight outright when your team can collapse instantly. Just remember: your ultimate traps allies too, so don't isolate your own carries in the process. View champion guide

Synergy mechanism: He gives Malzahar the cleanest kind of teamfight setup: a simple engage that pulls enemies into a clump and forces them to stay near each other. That lets Malzahar drop his damage where it matters and turn one catch into a real wipe. Combo: Amumu starts the fight, then Malzahar immediately isolates the most valuable target while the rest of the enemy team is stuck dealing with the engage zone. If the enemy backline flashes away, Amumu still buys space for Malzahar to keep pressure on the front line. Best scenario: Best when the enemy team likes to group and has to step into a narrow lane or around an objective. In that kind of fight, they cannot spread out enough to avoid both layers of CC and damage. Enemy answer: Long-range poke and disengage are the main answers. If the enemy chips Amumu down before he can go in, or baits the engage and backs off cleanly, the combo loses a lot of value. Failure risk: The risk is overcommitting on a target that is too tanky while the enemy carries free-hit from the side. If Amumu goes first and Malzahar follows too late, the fight can split before the lockdown matters. Recovery: If the first engage fails, reset around the next wave or choke. Hold the suppression for the next squishy who oversteps, and let Amumu threaten space again. You do not need a hero play every time; you just need the enemy to keep respecting the engage. 2. Jarvan IV Synergy mechanism: Jarvan gives Malzahar a hard boundary. He traps targets, cuts off escape paths, and creates a small, ugly fight zone where Malzahar can focus one enemy while the rest of the enemy team gets cut off from helping. Combo: Jarvan starts the dive or traps the enemy backline after a brief poke trade, then Malzahar uses his suppression on the trapped carry or the first overextended engager. If the enemy burns mobility early, the trap becomes even stronger. Best scenario: This shines when the enemy relies on mobile carries or wants to kite backward in a straight line. Jarvan makes that retreat awkward, and Malzahar punishes anyone who cannot leave the zone fast enough. Enemy answer: Clean disengage and pre-fight spacing are the main counters. If the enemy saves mobility for the moment Jarvan commits, they can often escape the trap and force both champions to waste their threat. Failure risk: If Jarvan locks down the wrong target or traps too deep without follow-up, Malzahar may be left fighting inside enemy damage with no safe angle. That is how a strong engage turns into a dead dive. Recovery: Use the trap as area denial, not just as a kill button. Even if the first target lives, the space Jarvan creates can still let Malzahar take the enemy front line out of the fight and rebuild pressure for the next wave. 3. Orianna Synergy mechanism: Orianna gives Malzahar layered zone control. She rewards enemies for stacking, and Malzahar punishes them for standing still. Together they make the middle of the fight miserable for anyone who wants to walk forward without a plan. Combo: Malzahar threatens a pick on whoever steps too close, and Orianna follows that threat with teamfight burst and control. If the enemy jumps on Malzahar, Orianna can punish the dive. If Malzahar catches someone first, Orianna cleans up the rest. Best scenario: This is strongest in front-to-back fights where both teams need to pass through the same space. The enemy has to choose between eating Malzahar’s threat or eating Orianna’s punish, and that choice gets worse every time they hesitate. Enemy answer: Split angles and fast flank pressure work best against this pairing. If the enemy can attack from two sides, it becomes harder for Orianna to set the perfect response and harder for Malzahar to keep one target isolated. Failure risk: The biggest risk is that both champs play too reactively and give the enemy too much room. If no one steps up first, the enemy poke can slowly break the setup before the combo matters. Recovery: Hold the center line and force the enemy to enter through one lane of space. Even if the first layer of control misses, the threat of the next one still limits how aggressively they can move. Use that breathing room to reset and take the next fight on your terms. 4. Sejuani Synergy mechanism: Sejuani is one of the best partners for protecting Malzahar and starting fights at the same time. She gives him a durable front line, strong crowd control, and a way to keep divers busy long enough for Malzahar to work. Combo: Sejuani walks forward with the team, forces the enemy to commit to the front line, and Malzahar uses the chaos to lock the highest-value target or the most dangerous diver. The enemy often cannot tell whether to peel for their backline or kill the tank first. Best scenario: This pairing is excellent when the enemy comp wants to dive hard or when the fight will happen in a narrow lane with little room to circle around. Sejuani gives Malzahar the security he needs to stay in range without panic. Enemy answer: Range and patience are the counterplay. If the enemy refuses to commit into Sejuani and instead pokes from a distance, the pair has a harder time forcing a clean lockdown. Failure risk: If Sejuani has to go in alone, the enemy can kite back and leave Malzahar without a real target. That is especially dangerous when the rest of the team does not follow the engage quickly. Recovery: Don’t force the first engage if the enemy is clearly backing off. Let Sejuani use her body as a wall, then punish whoever gets impatient. Malzahar does not need perfect initiation every time; he just needs one mistake from the enemy. 5. Lulu Synergy mechanism: Lulu does not start fights for Malzahar, but she makes him much harder to kill and much safer to hold a side of the map. That matters because Malzahar wins more games when he gets one extra rotation of spell uptime instead of being forced off the fight early. Combo: Lulu keeps Malzahar alive through dive attempts while he punishes the enemy front line or catches whoever overextends. If the enemy commits a jump onto Malzahar, Lulu can buy the time he needs for the fight to swing back. Best scenario: Best when the enemy team has strong dive or pick tools and wants to remove Malzahar before his damage matters. Lulu turns those all-in attempts into awkward trades. Enemy answer: Heavy poke and mixed threats are the answer. If the enemy can hit from range and from the side, they can pressure both Malzahar and Lulu at once and make the protection less efficient. Failure risk: The risk is playing too safe and losing map pressure. If Lulu only shields and never helps the team step forward, the enemy can slowly take control of the lane and force worse fights later. Recovery: Use Lulu’s protection to take one stable fight, not to turtle forever. Once the enemy has burned engage tools into the peel, Malzahar can step forward and punish the cooldown gap with a clean suppression.

Best overall team shape: Malzahar likes a team with one real engager, one durable frontliner, and at least one champion who can punish the target he locks. If his team also has peel for him, even better. Give him space, force the enemy to stand in one area, and he does the rest.

Malzahar ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityMalzahar is a controlled poke-and-pick mage who wins long neutral phases by pushing waves and spreading pressure through minions steadily.He becomes a punish-and-lock specialist who identifies unstoppable enemies and suppresses them after their mobility tools or defensive effects are spent.Shift from steady wave control to decisive lockdown on priority targets.
Passive Shield UseThe passive shield blocks a key poke spell, and standing behind minions is usually enough to feel safe during lane phases.The shield gets tested constantly by mobility and augment-driven burst, so treat it as survival for one mistake, not permission to make one.Back up immediately when the shield breaks unless enemy engage was spent.
Nether Grasp TargetingYou can often hold ult for the perfect diver because enemies walk through predictable lanes and engages are more readable.Wasting suppression on a low-threat tank can lose the fight; ult the champion whose freedom wins the fight for the enemy team.Suppress the carry or reset assassin, not the tank who wants your cooldowns.
Call of the Void TimingYou can throw silence for poke and wave clear fairly freely since fights start around predictable minion waves.Save silence to cut off engage paths, interrupt channel-like aggression, or block follow-up damage behind a diving champion.Silence placed behind a diver often beats silence placed directly on the tank.
Teamfight PositioningStanding behind minions is usually enough to feel safe, as wave clear keeps enemies from walking in freely.Position behind the ally who can punish a dive, keep a diagonal angle to avoid shared engage, and never follow frontline into gaps.Your safety line is behind your punisher, not behind the minions.
Snowball UsageMalzahar rarely needs Snowball to function since he wins through spell range, silence, and ultimate threat from behind waves.Snowball has value for repositioning or confirming picks, but recasting into the enemy team to ult leaves you standing in danger.Use Snowball to follow guaranteed picks or escape, never to engage blindly.

Champion Analysis

Role / Current performance

Overview

In Hextech Mayhem (ARAM) mode, Malzahar the Prophet of the Void is a ranged mage with powerful single-target burst and excellent sustained damage. Malzahar hails from the Shuriman desert, where he was once an ordinary human seer before being corrupted by the whispers of the Void during a deep meditation, becoming the Void's spokesperson on Runeterra. His brooding and obsessive personality is driven by his conviction that the Void's arrival is Runeterra's inevitable destiny, and all resistance is futile. Malzahar shares a profound rivalry with Kassadin — while Kassadin fights against the Void, Malzahar embraces it as a believer. In Hextech Mayhem, Malzahar functions as a ranged mage-controller whose passive, Void Shift, grants a spell shield that absorbs magic damage when Malzahar is hit by an enemy champion ability, providing excellent defense against enemy mages. His Q, Call of the Void, is his primary poke tool — summoning void energy in a target area that deals magic damage and silences enemies if it hits multiple targets, making the AoE silence incredibly valuable in Hextech Mayhem. Malzahar's W, Void Swarm, summons voidlings that automatically attack nearby enemies, providing poke and zone pressure. His E, Malefic Visions, is Malzahar's core sustained damage ability — applying a damage-over-time void mark that spreads to nearby enemies if the target dies during its duration. In Hextech Mayhem, this spread mechanic creates chain damage across enemy teams. Malzahar's ultimate, Nether Grasp, is his most powerful ability — suppressing a target for several seconds while dealing massive continuous magic damage. In Hextech Mayhem, this point-and-click suppression can lock down enemy carries for easy elimination by your team. For itemization, Liandry's Anguish is the core mythic item, paired with Zhonya's Hourglass and Void Staff. Runes should feature Arcane Comet alongside Manaflow Band and Scorch, with Biscuit Delivery and Cosmic Insight in the secondary tree. Malzahar's point-and-click ultimate suppression is every ADC's nightmare in Hextech Mayhem.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Play Malzahar as a lane controller first and a finisher second. In ARAM: Mayhem, the narrow lane makes your silence zones, Voidlings, and point-and-click suppression very valuable, but you get punished hard if you walk up just to press buttons. Let the wave and enemy movement tell you when to fight. If they are clearing under pressure, spread your damage through minions. If they step past their frontline, hold your ultimate until their cleanse, shield, or peel tool is gone. Do not open every fight with ultimate. Start by tagging the wave or a safe frontline target, then look for your damage to spread or force movement. Use suppression as a punishment tool. The best target is not always the lowest-health champion. Suppress the enemy who is overextended, carrying the fight, or about to use a reset or escape, but only if your team can instantly hit that target. Engage from behind your minion wave when possible to protect your passive spell shield. Chain your silence after enemy movement is committed, placing it where they must continue fighting or retreat through it. Against counter-engage, immediately identify the highest-threat diver. If an assassin jumps onto your carry, suppress them before chasing kills. Do not panic-ult the first target that touches you. If a low-damage tank breaks your passive and stands on you, walk back and wait for the real damage dealer. Use your silence as a peel wall in the narrow lane, putting it on choke points or around health relic fights. If your passive is down, play one full step farther back and give ground instead of contesting space until the enemy engage attempt fails. Escape is mostly prevention. Stand near teammates who can punish dives, keep minions between you and hook angles, and avoid side brush unless controlled. When chased, silence the route enemies must pass to keep chasing. Use ultimate defensively when death would break the fight open, but do not channel in the middle of five enemies unless your team can punish immediately. After your passive breaks, step behind your frontline and stop casting from max greed range. Narrow-lane spacing means standing off-center to avoid poke and engage hitting your whole team. Use healthy minion waves as moving cover and back up when your wave is gone. Respect brush control; do not face-check to refresh damage. When pushing deep, keep enough distance to retreat after using spells. Target priority is about suppressing the champion your team can kill now. Against assassins, hold R until they commit. Against tanks, do not tunnel unless they are the only threat; save hard control for the damage behind them. Bait cleanse-like effects or spell shields with basic spell pressure before using ultimate. Snowball is not your default engage button. Take recasts only when the target is isolated, your passive is ready, and your team is close. Use Snowball to finish, reposition, or punish overextension. Snowball into ultimate only when interruption risk is low. Defensively, Snowball can mark a minion or safe champion to change your angle. If your augment rewards immobilizing enemies, plan around ultimate and wait for a carry or diver to commit. If it rewards repeated spell hits or damage over time, fight around waves and choke points before all-ins. If it rewards shields or survival, respect the moment after your passive breaks and step back. If it rewards takedowns, do not chase first; control the nearest high-value target and secure the kill with your team. Push when your passive is up, your wave is alive, and enemy engage is not ready.

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Playstyle Guide

Playstyle / Team structure

Play guide

Malzahar wins Mayhem by making the lane awkward. He is not a front-line mage or a pure long-range poke pick; his job is to keep the wave infected, force enemies to walk through damage for space, and punish the first carry or diver who oversteps. He plays around his passive shield, Voidlings, and the threat of his ultimate. When that threat is up, enemies must respect him; when it is down, he needs cleaner spacing and team help. In the early game, Malzahar starts slightly behind the front line near a lane edge to step back from hooks or Snowballs. If his passive shield is ready, he can walk up to refresh wave damage; if it pops, he backs off. His trades are short and wave-based: damage minions first, then let spells pressure champions too close. He does not chase low-health targets through the enemy wave unless his team moves with him. Voidlings are summoned after the enemy uses area damage, not into fresh AoE. Snowball is not used as a blind engage; he uses it defensively to follow a team engage, finish a fleeing target after spells are ticking, or reposition when a fight starts. If landing Snowball would put him inside three enemies without ultimate, he lets it expire. Early augments support his spell cycles, damage over time, shielding, or safe casting. He pushes when his team has poke or a stronger brawl, and stalls when the enemy has hard engage and his team lacks peel. If ahead, he keeps the enemy under their turret and builds advantage toward level 6. If behind, he stops contesting every minion, clears safely, keeps his passive shield for engages, and saves silence for the champion starting the fight. His next move is to survive to level 6, as his ultimate changes enemy positioning. Between levels 7 and 11, Malzahar is in his strongest control phase. He stands close enough that his ultimate is a real threat but not so close that a tank can bait it for free. His best position is one step behind a peel champion. He maintains a steady cycle: infect the wave, punish the clear, then reset. He does not need to land every spell on a champion; forcing a carry away from an infected wave gains space. He holds silence if a diver is nearby. Ultimate target selection focuses on the highest-value target his team can hit—locking down a fed carry in range is fight-winning. If an assassin dives past the frontline, he suppresses them immediately. Snowball is a follow-up tool after a tank engages and the enemy spends their crowd control. He recasts only when his passive shield is up, his target is isolated, or his team commits. Offensive augments are used during wave-crash windows; defensive augments are saved for when his shield breaks and a diver reaches him. He pushes when his ultimate is up and his team can stand behind minions; he stalls when his ultimate is down, especially against divers. When ahead, he does not overforce under turret without dive tools; he threatens ultimate on whoever steps out. When behind, he plays like a trap champion, letting the enemy push into him and punishing the first overextension. In the late game, discipline is key. Malzahar stays near the center-back of his formation with an escape path behind him. He does not stand at max front range just because his ultimate is available. If his shield is down before a major fight, he plays farther back until it returns or the frontline starts fighting.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

When ahead, Malzahar the Prophet of the Void transitions from a backline caster into a denial tool that controls enemy movement. His job is to force opponents to walk through dangerous space and burn health just to approach the wave. He should drop zone tools directly on the wave or just behind it, not as long-range poke, to pin the enemy and make every last-hit costly in health and cooldowns. This grants his team cleaner access to poke, snowball pressure, and tower damage. When an enemy steps up alone, his point-and-click lock punishes overconfidence without needing a five-man setup; one caught target is enough to break a fight. With a lead, he can stand a step farther forward, absorbing more risk if his front line is healthy, forcing the enemy to choose between losing the wave or burning engage tools to reach him. Augments that add damage, range, or survivability convert picks into tempo—damage augments delete targets before escape, range ones let him pressure safely, and durability augments let him stay at the front edge. Against tight enemy groups, he should hold his threat for the champion that starts the fight or protects the carry, not waste it on an already-committed tank. Snowball and control tools force reactions rather than blind chases; overextending past the team to finish a low-health target can hand the enemy a clean counterstart. Against compositions short on hard reach, he leans into siege and patience, keeping the wave trapped and chipping away until the enemy facechecks into his threat range. To avoid throwing, he must not chase past the wave, reset after each pick, rebuild vision, and hold the lane. When behind, Malzahar changes jobs from raw pressure to discipline. He saves his threat for defense, playing closer to his team and punishing the most aggressive enemy instead of being the first body in front of the wave. Low on damage, he uses his tools to clear and stall, delaying a crash to buy time for health packs, resets, and better engage angles. When the enemy dives, he holds his lock for the diver, not the first poke target, turning a failed dive into a trade. Augments that offer survivability, self-peel, or range become critical, covering his lack of mobility and escape when behind; damage augments should clear and threaten rather than overforce fights. Snowball becomes a spacing tool, not a dive button—committing only when the team can reach the play or the enemy has already burned key tools. Against stronger front-to-back fights, he looks for choke points and overloaded targets, punishing the champion who steps too far to ward, clear, or bodyguard. Against dive-heavy enemies, he stays disciplined and lets them come through his line, forcing them to spend more to reach him, making counterplay cleaner. To avoid unrecoverable fights, he starts a fight only if the enemy is split, low, or forced through narrow space, never burning his lock on a tank while damage dealers are untouched. Patience, wave protection, and waiting for one mistake that gives a real reset define his recovery plan.

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Champion Background

Lore / Identity / Text block

Background copy

Malzahar the Prophet of the Void is a control mage whose entire threat model in ARAM: Mayhem revolves around his point-and-click suppression, damage-over-time spread, and a protective shield that lets him walk into spell range. His passive, Void Shift, grants a shield after avoiding recent damage and crowd control, which he must treat as permission to step forward—not as a reason to stand still. On the Howling Abyss, where random poke is constant, his passive is often broken before real fights start, so he must play behind minions and allies when it is down and re-enter only after it regenerates. If he wastes the shield on meaningless chip damage, his ultimate becomes significantly riskier to use, as he can be interrupted or burst before his damage-over-time matters. Malefic Visions (E) is the core of his wave control and poke. Placing it on a low-health minion to secure a bounce, or on a champion who is about to be trapped by his silence or allied crowd control, makes the enemy line slowly collapse. A poor E target loses his tempo and direction for his other spells. Call of the Void (Q) applies a delayed silence in a line, punishing clustered enemies on the narrow bridge, especially those who must stand still or move predictably. It can refresh pressure on an E-marked target and create a clean window before his ultimate, but missing it gives the enemy a clear engage window because Malzahar then lacks a major anti-dive tool. Void Swarm (W) summons Voidlings that add sustained pressure, but they are fragile and quickly cleared by area damage. Malzahar should cast W after E has a target and after the first enemy area spell is spent, so the Voidlings survive long enough to deal meaningful damage. Using W with no E target or wave control loses a large part of his sustained threat. Nether Grasp (R) is his most important pick tool: a point-and-click suppression that wins fights when used on the target his team can delete. He must track enemy interrupts, save the shield if possible, and ensure allies are close enough to follow up. Using R too early into five ready opponents gets him interrupted or killed; holding it until the enemy commits their engage tools turns his suppression into a fight-ending lockdown. A bad R—suppressing a tank with no follow-up, channeling in range of interruption, or ulting while his team retreats—is the biggest throw window, leaving his team with no point-and-click lockdown. The value of each ability rises when he plays around spell timing rather than forcing perfect combos, and his kill pressure depends on coordinating his passive, silence, and ultimate windows with team focus.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Malzahar is strongest when he makes the fight unfair before it starts: shove the wave, spread damage safely, hold silence for the right path, then lock down a target the team can actually kill. Most bad Malzahar games come from forcing the big suppression too early or playing like the passive shield makes him immortal. Treat every mistake as a tempo loss, then recover by resetting the wave and waiting for the next clean punish. A common mechanical mistake is casting the damage spell on a full-health frontline target while the wave is alive, which slows push and lets Voidlings get cleared for free; the correct action is to secure minions first and let damage bounce toward champions near the wave, and if wasted, back up and protect the passive shield. Dropping Voidlings into obvious area damage or a wave being cleared wastes lane control; summon them after the enemy’s main waveclear is used, and if wiped, do not chase but farm with safer spells. Throwing silence at maximum range with no plan gives assassins a clean window; aim silence at narrow bridge angles, minion gaps, or where a diver will land, and if silence is down, stop walking forward and ping danger. Using Nether Grasp on the first target in range without checking enemy interruption risks rooting yourself and getting bursted; ult only when the main interrupt is unavailable or blocked, and if cancelled, kite backward immediately. Ulting a target your team cannot reach looks good but the target survives; before pressing ultimate, confirm at least one damage dealer can hit during the lock, and if trapped the wrong target, reset behind the frontline. Breaking the passive shield for a tiny poke trade removes the safest buffer against engage; let minions and allies soak poke, and if the shield is gone, play like a normal immobile mage. Walking forward during damage-over-time setup because the spell connected turns safe pressure into a bad trade; move sideways or backward while the effect works, and if overstepped, use silence defensively and retreat toward peel. Channeling ultimate while standing in enemy damage zones can kill you before the suppression completes; shift position before ulting, and if forced into a bad spot, retreat as soon as the channel ends. Using Snowball as a blind engage tool lands you inside the enemy team alone; use Snowball to follow a guaranteed kill or dodge a lethal skillshot, and if you took a bad Snowball, silence the highest-threat area and ult only if your team is collapsing. Decision mistakes include picking every fight around ultimate cooldown as if Malzahar is useless without it; when ult is unavailable, shift into poke and fast waveclear, and if team forces without it, ping back and clear the wave first. Saving ultimate forever for the enemy carry lets divers get free engages; use suppression on the highest-value threat in the current fight, even if it is a diver on your marksman. Standing alone on a side angle to fish for silence makes you an easy engage target; take angles only when passive is up and frontline is close, and if caught, cut back toward team and silence the chase path. Ignoring enemy cleanse, spell shields, or displacement tools when choosing an ultimate target wastes the ability; track which enemy can block your setup and bait those tools with silence first. Building and augmenting only for personal damage when the team lacks lockdown leads to lost fights; choose items and augments that match the job the team needs, and if too greedy, play farther back and ult defensively.

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FAQ

Malzahar

FAQ

How do I play Malzahar in Mayhem without falling behind? Play him like a control mage who only risks damage when the fight is already messy. Farm with your safe spells, keep pressure on the frontline, and save your biggest commitment for a target that is already overextended. If you walk up first, you usually trade your life for one spell cycle, so let the enemy spend their dive tools before you step in. When should I use my ultimate? Use it on the enemy champion that can actually win the fight if left alone, especially a diver, reset champion, or fed carry. If you can catch them after they use their gap closer or cleanse tool, the pick is much safer and you waste less time channeling into a counterplay window. Do not fire it just because it is ready; if you use it too early, the enemy can peel, disengage, or punish you while your team is still set up. Is Malzahar good into dive comps? Yes, that is one of his better spots because dive comps hate getting locked down when they commit. Hold your silence and ultimate for the first champion that jumps in, then let your team clean up the rest while they are forced to play around your threat. The tradeoff is that if they bait your control spell before the real engage, your backline becomes much easier to crack.

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