Q → E → W → R
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Total Price
- 3,100
- Price
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Total Price
- 2,650
- Price
- 850
+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.
- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
- Total Price
- 2,650
- Price
- 850
+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.
Situational itemstop 12
- Total Price
- 3,100
- Price
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
52.13%- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
51.55%- Total Price
- 2,650
- Price
- 850
+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.
51.20%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
51.08%- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
56.51%- Total Price
- 3,300
- Price
- 550
+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.
53.51%- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
45.53%- Total Price
- 3,050
- Price
- 500
+50 Attack Damage +20 Ability Haste +25% Critical Strike Chance Spellblade: After using an Ability, your next Attack deals bonus physical damage and grants Mana On-Hit.
50.99%- Total Price
- 3,000
- Price
- 150
+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.
50.42%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
60.53%- Total Price
- 3,100
- Price
- 750
+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.
50.52%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
46.37%Starting items
- Total Price
- 350
- Price
- 350
+10 Attack Damage
52.94%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
52.94%- Total Price
- 900
- Price
- 650
+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.
51.59%- 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.
51.59%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
46.30%- Total Price
- 900
- Price
- 650
+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.
46.30%- 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.
46.30%Core items
- Total Price
- 3,050
- Price
- 500
+50 Attack Damage +20 Ability Haste +25% Critical Strike Chance Spellblade: After using an Ability, your next Attack deals bonus physical damage and grants Mana On-Hit.
- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Total Price
- 3,100
- Price
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
- Total Price
- 3,050
- Price
- 500
+50 Attack Damage +20 Ability Haste +25% Critical Strike Chance Spellblade: After using an Ability, your next Attack deals bonus physical damage and grants Mana On-Hit.
- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Total Price
- 2,650
- Price
- 850
+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.
- Total Price
- 3,050
- Price
- 500
+50 Attack Damage +20 Ability Haste +25% Critical Strike Chance Spellblade: After using an Ability, your next Attack deals bonus physical damage and grants Mana On-Hit.
- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Total Price
- 2,900
- Price
- 1,100
+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.
Situational itemstop 12
- Total Price
- 3,050
- Price
- 500
+50 Attack Damage +20 Ability Haste +25% Critical Strike Chance Spellblade: After using an Ability, your next Attack deals bonus physical damage and grants Mana On-Hit.
49.94%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
49.85%- Total Price
- 2,650
- Price
- 850
+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.
48.50%- Total Price
- 3,100
- Price
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
50.36%- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
51.95%- Total Price
- 3,300
- Price
- 550
+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.
52.38%- Total Price
- 2,900
- Price
- 1,100
+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.
50.49%- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
47.92%- Total Price
- 3,000
- Price
- 150
+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.
49.82%- Total Price
- 3,400
- Price
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
53.20%- Total Price
- 1,100
- Price
- 300
+25% Attack Speed +45 Move Speed
45.60%- Total Price
- 1,000
- Price
- 700
+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.
48.35%Starting items
- Total Price
- 350
- Price
- 350
+10 Attack Damage
50.38%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
50.38%- Total Price
- 900
- Price
- 650
+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.
47.18%- 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.
47.18%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
50.09%- Total Price
- 900
- Price
- 650
+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.
50.09%- 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.
50.09%Core items
- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Total Price
- 2,900
- Price
- 1,100
+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.
- Total Price
- 3,050
- Price
- 500
+50 Attack Damage +20 Ability Haste +25% Critical Strike Chance Spellblade: After using an Ability, your next Attack deals bonus physical damage and grants Mana On-Hit.
- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Total Price
- 2,900
- Price
- 1,100
+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.
- Total Price
- 3,050
- Price
- 500
+50 Attack Damage +20 Ability Haste +25% Critical Strike Chance Spellblade: After using an Ability, your next Attack deals bonus physical damage and grants Mana On-Hit.
- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Total Price
- 3,100
- Price
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
Situational itemstop 12
- Total Price
- 2,900
- Price
- 1,100
+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.
47.07%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
46.68%- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
46.48%- Total Price
- 3,100
- Price
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
50.78%- Total Price
- 3,050
- Price
- 500
+50 Attack Damage +20 Ability Haste +25% Critical Strike Chance Spellblade: After using an Ability, your next Attack deals bonus physical damage and grants Mana On-Hit.
50.15%- Total Price
- 2,650
- Price
- 850
+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.
43.96%- Total Price
- 3,400
- Price
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
52.67%- 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%.
55.67%- Total Price
- 3,300
- Price
- 550
+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.
54.57%- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
50.95%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
50.14%- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
52.08%Starting items
- Total Price
- 900
- Price
- 650
+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.
48.17%- 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.
48.17%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
48.09%- Total Price
- 900
- Price
- 650
+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.
48.09%- 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.
48.09%- Total Price
- 350
- Price
- 350
+10 Attack Damage
52.02%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
52.02%Core items
- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Total Price
- 3,100
- Price
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Total Price
- 2,900
- Price
- 1,100
+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.
- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
- Total Price
- 2,900
- Price
- 1,100
+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.
- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
Situational itemstop 12
- Total Price
- 3,100
- Price
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
49.22%- Total Price
- 3,333
- Price
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
48.94%- Total Price
- 900
- Price
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
49.46%- Total Price
- 2,900
- Price
- 1,100
+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.
50.86%- Total Price
- 2,650
- Price
- 850
+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.
48.69%- Total Price
- 3,300
- Price
- 550
+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.
51.28%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
49.30%- Total Price
- 3,500
- Price
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
54.08%- Total Price
- 3,400
- Price
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
54.18%- Total Price
- 3,000
- Price
- 150
+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.
49.92%- Total Price
- 3,000
- Price
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
52.01%- 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%.
52.66%Starting items
- Total Price
- 900
- Price
- 650
+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.
50.19%- 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.
50.19%- Total Price
- 50
- Price
- 50
Consume Restores +120 Health over 15 seconds.
50.70%- Total Price
- 900
- Price
- 650
+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.
50.70%- 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.
50.70%- Total Price
- 350
- Price
- 350
+10 Attack Damage
49.09%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
49.09%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Prismatic | T1 | 54.17% | 9.99% | 2,797 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks). View augment details | Gold | T1 | 52.18% | 7.04% | 1,970 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 52.01% | 6.21% | 1,738 |
Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds. View augment details | Prismatic | T1 | 51.06% | 7.09% | 1,984 |
Upgrades Hubris , empowering Eminence to heal you for 2. 5 % (+ 0. 5 % per stack) maximum health upon being triggered and grant you 10 (+ 5 per stack) bonus movement speed for its duration. Additionally, gain 250 . View augment details | Gold | T1 | 50.19% | 6.61% | 1,851 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T1 | 49.55% | 5.62% | 1,572 |
Upgrades all Spellblade items, empowering the passive effect to deal additional bonus physical damage equal to 4% of the target's maximum health and heal you for 3. 5 % of your maximum health . Additionally, gain 250 . View augment details | Gold | T1 | 48.91% | 8.98% | 2,513 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 48.84% | 6.50% | 1,818 |
Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Gold | T1 | 48.82% | 9.07% | 2,538 |
Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you. View augment details | Prismatic | T1 | 48.67% | 7.11% | 1,989 |
Critical strikes against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 20 – 100 (based on level) magic damage (4 second cooldown). Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 48.58% | 14.84% | 4,152 |
Damaging abilities against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 10 – 30 (based on level) (+ 7% bonus AD) (+ 7% AP) magic damage (5 second cooldown). Additionally, gain 15% critical strike chance . View augment details | Silver | T1 | 48.45% | 12.77% | 3,575 |
Your base attack speed is set to a static amount of 0. 625 and your attack rate no longer benefits from any source of attack speed bonuses. In return, you gain 25 bonus attack damage and convert every 1% bonus attack speed into 1 bonus attack damage . View augment details | Gold | T1 | 48.09% | 5.16% | 1,443 |
Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed . View augment details | Prismatic | T1 | 47.99% | 5.23% | 1,465 |
Upgrades The Collector , empowering Death to have its execution threshold increased by 0. 5 % each time you kill an enemy champion, capped at a threshold of 12.5% of the target's maximum health , and Taxes to generate a further 25 (total 50 ) from kills. Additionally, gain 250 . View augment details | Silver | T1 | 47.81% | 6.12% | 1,713 |
Gain ( 75 / 50) bonus attack range. View augment details | Silver | T1 | 47.59% | 6.52% | 1,824 |
Gain 15% omnivamp . View augment details | Silver | T1 | 47.48% | 5.68% | 1,590 |
Hitting an enemy champion with an ability generates a stack of Popoff for 6 seconds, stacking up to 6 times. For each stack, your basic abilities' cooldowns progress 2. 5 % faster. At maximum Popoff stacks, this value is doubled, for a total of a 30% faster progression time. View augment details | Silver | T1 | 47.42% | 4.84% | 1,354 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 47.09% | 9.45% | 2,644 |
Upgrades Infinity Edge , empowering it to gain Sword of the Divine's Excoriate . Additionally, gain 500 and 25% critical strike chance . Excoriate: Gain a random amount of bonus critical strike damage that scales up to 50% of your critical strike chance , with the value of this amount changing every 0. 25 seconds. View augment details | Gold | T1 | 46.94% | 12.55% | 3,511 |
Basic attacks on-hit grant 6 – 18 (based on level) ability power and damaging abilities once per cast instance grant 3 – 9 (based on level) bonus attack damage , lasting for 5 seconds, with the duration of both refreshing on subsequent hits, and stacking infinitely. View augment details | Prismatic | T1 | 46.92% | 6.50% | 1,820 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T1 | 46.64% | 5.42% | 1,516 |
获得?技能急速(40%%i:scaleCrit%)。 View augment details | Silver | T1 | 46.41% | 7.38% | 2,064 |
Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast. View augment details | Gold | T1 | 46.21% | 8.12% | 2,272 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T1 | 46.14% | 11.01% | 3,080 |
Hitting an enemy champion with a basic ability while located at least 700 units away from them at the time of the hit reduces its current cooldown by 80% of its total cooldown, modified to 65% for damage over time abilities. View augment details | Gold | T1 | 46.05% | 6.24% | 1,746 |
Grants 50% critical strike chance . View augment details | Gold | T1 | 45.77% | 5.58% | 1,562 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 45.57% | 8.30% | 2,324 |
Your next basic attack in each cardinal direction within 750 range additionally on-attack fires 5 Firecrackers at the target that each deal 8 – 51 (based on level) (+ 14% bonus AD) physical damage , for a total of 40 – 255 (based on level) (+ 70% bonus AD) physical damage (5 second cooldown per direction). Firecrackers' damage is increased by 0% – 50% (based on distance travelled). Each Firecracker can critically strike for (200% + 30% ) damage and applies on-hit effects at 20% effectiveness. View augment details | Prismatic | T1 | 45.56% | 7.53% | 2,107 |
Gain ( 250 / 150) bonus attack range. View augment details | Prismatic | T1 | 44.42% | 7.75% | 2,168 |
Basic attacks launch a Firecracker at a nearby enemy champion that deals 30% AD physical damage and applies on-hit effects. View augment details | Silver | T1 | 43.84% | 6.90% | 1,932 |
Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.] View augment details | Silver | T2 | 55.71% | 1.82% | 508 |
Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration View augment details | Gold | T2 | 54.76% | 2.85% | 798 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T2 | 54.71% | 2.20% | 616 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 53.70% | 2.37% | 663 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 53.41% | 3.25% | 910 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 52.89% | 2.97% | 830 |
Convert all of your ability power into bonus attack damage at a rate of 1 bonus attack damage per 1. 66 ability power . Additionally, increase your total attack damage by 15% . View augment details | Silver | T2 | 52.76% | 3.81% | 1,067 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 52.75% | 1.88% | 527 |
Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power . View augment details | Gold | T2 | 51.01% | 2.84% | 796 |
Increases attack damage by 20% . View augment details | Silver | T2 | 50.60% | 2.10% | 587 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 49.61% | 2.32% | 649 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T2 | 48.95% | 2.05% | 574 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T2 | 48.86% | 3.44% | 964 |
Your abilities' mana costs are doubled, but you also gain 10% (+ 0. 5 % per 100 maximum mana) increased damage as well as self and outgoing healing and shielding . View augment details | Gold | T2 | 48.48% | 2.46% | 689 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T2 | 48.30% | 2.73% | 764 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T2 | 48.07% | 1.76% | 493 |
Grants 20 bonus attack damage , 10 ability haste , and 5 lethality . View augment details | Silver | T2 | 47.75% | 3.42% | 957 |
Grants 60 ability haste . View augment details | Gold | T2 | 47.74% | 3.16% | 884 |
You summon a Poro alongside yourself every 3. 5 seconds, up to 5 at a time. Damaging an enemy champion with a basic attack or ability, excluding those which apply damage over time , commands all of your Poros to launch themselves at the target, each dealing true damage equal to 3% of the target's maximum health . If triggered while at the maximum number of summoned Poros , the first Poro to hit the target also knocks them up for 0. 5 seconds. This augment is only offered to up to 1 player on each team for a given game. View augment details | Gold | T2 | 47.29% | 1.72% | 480 |
Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance . View augment details | Silver | T2 | 47.17% | 2.84% | 795 |
Your critical strikes grant you 6% bonus attack speed for 6 seconds, stacking up to 10 times for a total of 60% . Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 46.20% | 4.32% | 1,210 |
Basic attacks on-hit against enemy champions consume 2. 5 % of your maximum mana to deal bonus magic damage equal to 4. 5 % of your maximum mana . This damage can critically strike for (100% + 30% ) bonus damage. View augment details | Silver | T2 | 46.00% | 2.45% | 687 |
Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities. View augment details | Gold | T2 | 45.81% | 4.44% | 1,242 |
Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Gold | T2 | 45.63% | 3.02% | 846 |
Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ). View augment details | Silver | T2 | 45.37% | 3.74% | 1,047 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T2 | 45.15% | 4.35% | 1,216 |
Gain the Conqueror and Lethal Tempo keystone runes. View augment details | Prismatic | T2 | 44.81% | 1.75% | 491 |
Basic attacks on-hit reduce the target's damage dealt by 15% for 3 seconds, refreshing with each hit. Their size is also reduced significantly for the duration. View augment details | Gold | T2 | 44.58% | 2.11% | 590 |
Your Energized attacks against targets not hit by your previous Energized attack do not consume any Energize stacks on-hit. Additionally, when fully Energized , your next basic attack deals bonus magic damage on-hit equal to 10% of the target's current health . View augment details | Silver | T2 | 44.25% | 2.05% | 574 |
Your basic attacks launch a bolt at the target that fires after a 0. 225 -second delay on-attack , deals 40% of the triggering attack's pre-mitigation damage, and applies on-hit effects at 40% effectiveness. Additionally, increase your total attack speed by 10% . View augment details | Prismatic | T2 | 43.94% | 3.33% | 933 |
Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) . View augment details | Silver | T2 | 43.93% | 3.47% | 972 |
Grants 60% bonus attack speed . View augment details | Silver | T2 | 43.61% | 2.38% | 665 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T2 | 43.59% | 2.01% | 562 |
Increase your bonus attack speed gained from all sources by 20% . While at 1. 75 attack speed or higher, your basic attacks deal 40 bonus magic damage on-hit. View augment details | Gold | T2 | 42.23% | 2.12% | 592 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T3 | 54.24% | 0.97% | 271 |
Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot. View augment details | Prismatic | T3 | 54.17% | 1.37% | 384 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death. View augment details | Gold | T3 | 53.92% | 0.78% | 217 |
Your champion abilities deal 35% increased damage and you gain 70 ability haste and 35% increased healing and shielding from all sources, but your ultimate ability is permanently sealed . View augment details | Prismatic | T3 | 52.96% | 0.90% | 253 |
Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds. View augment details | Silver | T3 | 52.91% | 0.80% | 223 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T3 | 52.81% | 0.83% | 231 |
Become melee , modifying your attack range to 200 units. Additionally, gain 30% bonus attack damage , 25% bonus attack speed , 30% bonus health , 25% bonus movement speed , and 20% life steal. These bonuses are increased by 0% – 30% (based on champion's default attack range). This augment is only available for ranged champions. View augment details | Prismatic | T3 | 51.95% | 1.65% | 462 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T3 | 51.12% | 1.12% | 313 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T3 | 50.22% | 0.81% | 227 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 50.00% | 1.40% | 392 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T3 | 49.56% | 1.62% | 454 |
Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 49.21% | 1.36% | 380 |
Quest: Score 18 champion takedowns . Reward: Upon completing your Quest , you receive The Golden Spatula . If your inventory is full at the time of quest completion, the item will be granted as soon as a slot in the inventory is available. View augment details | Prismatic | T3 | 48.85% | 0.78% | 217 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 48.52% | 0.96% | 270 |
Damaging basic attacks or abilities against enemy champions deal 50 – 150 (based on level) (+ 40% bonus AD) (+ 20% AP) bonus magic damage , and grant you 30 and 25% bonus movement speed for 1. 5 seconds (30 second cooldown per champion). View augment details | Prismatic | T3 | 46.92% | 0.93% | 260 |
Scoring a champion takedown causes the area around the slain champion to explode in a 500 unit radius, dealing adaptive damage to enemies within equal to 15% of their current health and leaving behind a zone for 1. 5 seconds that slows enemies within by 60%. View augment details | Gold | T3 | 46.36% | 1.23% | 343 |
Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it. View augment details | Silver | T3 | 46.03% | 0.90% | 252 |
Your ability hits against champions apply a Burn for 3 seconds that deals [ 2 – 20 (based on level) (+ 4. 6 % bonus AD) (+ 2% AP) bonus magic damage per second] (1 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. Additionally, all of your Burn effects reduce the cooldowns of all your basic abilities by 0. 08 seconds for each tick of damage they deal to a target. View augment details | Prismatic | T3 | 45.81% | 1.11% | 310 |
Upon entering the enemy team's gate or Catapult for the first time, either of which are located near their spawn , you become Kinged , causing you to gain one random Prismatic-tier augment and the first eligible Legendary item in your inventory to be upgraded with improved stats. The gold value of all upgradeable stats on the item is increased by exactly 1000 . King Me prioritize upgrading the first Legendary item eligible for a upgrade based on its position in the inventory, detecting each slot until an eligible item is found. View augment details | Prismatic | T3 | 45.48% | 1.15% | 321 |
Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds. View augment details | Prismatic | T3 | 45.41% | 0.66% | 185 |
Damaging an enemy champion with an ability summons a Void Scar at the location they were damaged for 6 seconds (0. 75 -second cooldown per target). If another Void Scar is summoned within 1250 units, through the same condition, both Void Scars are consumed to create a rift to the void between them that converges over 0. 6 seconds and has a width of 250 units. Enemies within the rift are dealt 100 – 450 (based on level) (+ 5. 5 per 1 Lethality) (+ 5. 5 per 1 flat magic penetration) magic damage and slowed by 99% decaying over 1 second. View augment details | Prismatic | T3 | 44.93% | 0.74% | 207 |
Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you. View augment details | Gold | T3 | 44.47% | 1.45% | 407 |
Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death). View augment details | Prismatic | T3 | 43.97% | 0.83% | 232 |
Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste. View augment details | Prismatic | T3 | 43.92% | 0.68% | 189 |
Basic attacks generate a stack, up to 2 times. At 2 stacks, your next basic attack consumes all stacks to apply on-hit effects again at 150% effectiveness. View augment details | Gold | T3 | 43.88% | 1.55% | 433 |
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. View augment details | Prismatic | T3 | 43.66% | 1.66% | 465 |
Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown). View augment details | Gold | T3 | 43.36% | 0.81% | 226 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 43.23% | 1.66% | 465 |
Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields . View augment details | Prismatic | T3 | 42.38% | 1.29% | 361 |
Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing. View augment details | Gold | T3 | 42.34% | 0.89% | 248 |
Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%. View augment details | Gold | T3 | 42.00% | 0.89% | 250 |
You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal pre-mitigation. View augment details | Prismatic | T3 | 41.64% | 1.00% | 281 |
Convert all of your bonus attack speed into ability haste at a rate of 0. 65 ability haste per 1% bonus attack speed . Additionally, your abilities' total cooldowns are reduced by 10%. View augment details | Silver | T3 | 41.33% | 0.70% | 196 |
周期性地出现一个小蛋糕快速飞越整个大桥。接住小蛋糕会获得50 %i:goldCoins%金币。小蛋糕还会为你和附近的友军回复? + ?已损失生命值,但你们会被施加持续0.5秒的?减速。你的小蛋糕每治疗1000生命值,就会提供150 %i:goldCoins%金币。获得治疗的总和:?已赚取的金币:? View augment details | Prismatic | T3 | 41.18% | 0.79% | 221 |
Basic attacks deal bonus physical damage equal to 75% AP . View augment details | Gold | T3 | 38.10% | 0.68% | 189 |
Gain the Hail of Blades and Press the Attack keystone runes. View augment details | Prismatic | T3 | 38.00% | 1.07% | 300 |
Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size. View augment details | Prismatic | T4 | 56.33% | 0.56% | 158 |
Grants a spell shield that blocks the next hostile ability (30 second cooldown, timer does not restart from champion damage taken). View augment details | Silver | T4 | 51.35% | 0.53% | 148 |
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 | Silver | T4 | 50.00% | 0.26% | 72 |
Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them. View augment details | Gold | T4 | 49.33% | 0.54% | 150 |
Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T4 | 49.06% | 0.38% | 106 |
Deal 1% increased damage per 10 movement speed you have more than the target. View augment details | Silver | T4 | 48.75% | 0.29% | 80 |
Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown). View augment details | Silver | T4 | 48.19% | 0.30% | 83 |
Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown). View augment details | Gold | T4 | 47.58% | 0.44% | 124 |
Replace a summoner spell with Blade Waltz . Blade Waltz: Blink to the target enemy champion. After 0. 25 seconds, you then blink to the nearest other enemy champion every 0. 25 seconds over the next 1. 75 seconds, blinking up to 7 additional times. Each time you blink to a target, deal 30 – 150 (based on level) (+ 10% bonus AD) (+ 6% AP) physical damage to them and apply on-hit effects at 50% effectiveness, up to a total of 240 – 1200 (based on level) (+ 80% bonus AD) (+ 48% AP) . While Blade Waltz is active, you are untargetable and unable to act . This effect will end prematurely if there are no longer any nearby valid targets to blink to. A target can be blinked to more than once if there are no other valid targets in range. View augment details | Prismatic | T4 | 47.57% | 0.37% | 103 |
Damaging enemies with your ultimate ability polymorphs them into harmless critters for 2 seconds, during which their base movement speed is reduced by 60 , and disarms them for the same duration (15 second cooldown per target). View augment details | Prismatic | T4 | 47.01% | 0.48% | 134 |
Grants bonus health equal to 50% maximum mana . View augment details | Silver | T4 | 46.54% | 0.57% | 159 |
Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T4 | 46.01% | 0.58% | 163 |
Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash . View augment details | Gold | T4 | 45.63% | 0.37% | 103 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T4 | 45.00% | 0.64% | 180 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T4 | 44.19% | 0.46% | 129 |
Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size. View augment details | Gold | T4 | 43.80% | 0.49% | 137 |
Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size. View augment details | Prismatic | T4 | 43.66% | 0.51% | 142 |
Gain the Arcane Comet and Summon Aery keystone runes. View augment details | Gold | T4 | 42.86% | 0.30% | 84 |
Gain Leona's Sunlight . Sunlight: Your damaging abilities mark enemies, causing them to take 40 – 200 (based on level) bonus magic damage from your ally's next basic attack or ability hit against them (0. 75 -second cooldown per target). View augment details | Gold | T4 | 42.86% | 0.30% | 84 |
Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1. 5 % for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction. View augment details | Silver | T4 | 42.61% | 0.41% | 115 |
Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T4 | 42.06% | 0.38% | 107 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T4 | 40.80% | 0.45% | 125 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T4 | 40.79% | 0.27% | 76 |
Automatically cast an improved version of Camille's Tactical Sweep when an enemy champion is within 650 units of you, winding up over 0. 75 seconds to slash in a 650 radius around you. The slash deals 200 – 350 (based on level) (+ 75% bonus AD) (+ 45% AP) physical damage to enemies within the area (30 second cooldown). Enemies hit by the outer edge of the circle take bonus physical damage equal to 10% (+ 2. 5 % per 100 bonus AD) (+ 1. 6 % per 100 AP) (+ 0. 1 % per 100 bonus health) of their maximum health and are slowed by 80% decaying over 2 seconds. Additionally, you are healed for 80% of the bonus post-mitigation damage against enemy champions hit by the outer edge. View augment details | Prismatic | T4 | 40.74% | 0.29% | 81 |
Replace a summoner spell with Poltergeist . Poltergeist: Casts both Barrier and Ghost on yourself, both lasting 5 seconds and with the former granting a shield for 110 – 440 (based on level) and the latter granting 30% bonus movement speed . View augment details | Silver | T4 | 40.74% | 0.29% | 81 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T4 | 39.04% | 0.52% | 146 |
Upgrades Sword of Blossoming Dawn , empowering Peppermint to have its healing increased by 250%. Additionally, you gain 100% bonus attack speed , but your basic attacks against champions now deal 50% damage. View augment details | Prismatic | T4 | 34.72% | 0.26% | 72 |
你已与【大魔王】本尊签订了一个契约。他每秒汲取你?当前生命值,如果附近有敌人则提升至?当前生命值。作为回报,他会增幅你的攻击和技能以造成额外的?真实伤害,并且它们还会使生命残片出现在附近5秒。吸收一个生命残片会治疗你?生命值并为你提供持续1秒的?移动速度。被汲取的生命值:?已造成的伤害:?已获取的残片:?已回复的生命值:?周期性伤害有1.5秒冷却时间 View augment details | Prismatic | T5 | 59.68% | 0.22% | 62 |
Replace a summoner spell with Feel the Burn . Feel the Burn: Casts both Exhaust and Ignite on all enemy champions within 800 units, with the former having its slow strength increased to 50% and the latter modified to deal 70 – 410 (based on level) true damage over the duration. This effect counts as a Burn source. View augment details | Prismatic | T5 | 56.14% | 0.20% | 57 |
获得魄罗之王的弹跳!魄罗之王的弹跳:变形为【魄罗之王】3秒!你现在处于不可阻挡和幽灵状态。获得?伤害减免和?移动速度,但被沉默且无法攻击。此外,每1秒都会弹跳,在着陆时对附近的敌方英雄们造成?物理伤害和击退。【魄罗之王】的每次施放仅能对同一敌人造成一次击退。已防止的伤害:?已造成的伤害:?被弹跳的敌人数:? View augment details | Prismatic | T5 | 55.74% | 0.22% | 61 |
Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health . View augment details | Silver | T5 | 54.55% | 0.20% | 55 |
After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Prismatic | T5 | 53.97% | 0.23% | 63 |
Grants 20 – 80 (based on level) ability power . View augment details | Silver | T5 | 48.28% | 0.21% | 58 |
Gain Shaco's Backstab , Deceive and Hallucinate's explosion. Replace a summoner spell with Deceive . Passive - Backstab: Your basic attacks deal 20 – 35 (based on level) (+ 50% bonus AD) (+ 35% AP) bonus physical damage on-hit when hitting an enemy from behind. Active - Deceive: Become invisible for up to 3 seconds and blink to the target location within 400 units after a 0. 125 -second delay. Your next basic attack while in stealth deals 100 (+ 150% bonus AD) (+ 55% AP) bonus physical damage , increased to [ 155 (+ 232. 5 % bonus AD) (+ 85. 25 % AP) bonus physical damage ] if Backstab was applied (45 second cooldown). Passive - Hallucinate Death: Upon your death, release an explosion in a 350 radius of your death location, dealing 25% of target's maximum health true damage to enemies within. Additionally, you deploy a box at the location of your death that instantly fears nearby enemies for 1 second. This box does not attack but lasts for 3 seconds. View augment details | Prismatic | T5 | 42.37% | 0.21% | 59 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T5 | 40.68% | 0.21% | 59 |
Gain ability haste equal to 30% AP . View augment details | Prismatic | T5 | 33.90% | 0.21% | 59 |
Replace a summoner spell with Droppybara . Droppybara: Call upon a massive capybara to land down at the target location after 2. 5 seconds, dealing true damage equal to the 30% of the target's maximum health to enemies within a 650 radius. Deals 70% damage to minions. This augment is only offered to up to 1 player on each team for a given game. View augment details | Prismatic | T5 | 32.31% | 0.23% | 65 |
Your abilities now have a health cost of 5% current health to cast them. In return, you gain ability power based on your missing health , up to 75 – 150 (based on level) at 70% missing health , 0% – 50% (based on missing health) bonus movement speed , and 0% – 20% (based on missing health) omnivamp . View augment details | Prismatic | T5 | 23.44% | 0.23% | 64 |
Smolder Skill Combos
Extracted from the skill order guide
Q → W → E → R
Smolder Counters
Counters and threats extracted from the matchup guide
Counters
5Smolder counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Smolder is countered by these champions in ARAM: Mayhem.
Read counter detailsSmolder Team Comp Highlights
Partner patterns extracted from the team comp guide
Synergy Mechanism: Leona provides the unbreakable frontline Smolder lacks. Her Zenith Blade and Solar Flare create immobile targets, which makes it incredibly easy for Smolder to land his Q for stacks and his W for the execute burn. Combo: Leona engages with E-Q or R. While the enemy is locked down, Smolder follows up with W to splash damage across the grouped targets. If Smolder hits level 6, he casts Momma's Call immediately after Leona's Solar Flare to guarantee the dragon lands every tick of damage. Best Scenario: Leona holds a target in place for over a second, allowing Smolder to stack his Q damage multipliers without missing. This is lethal during the early game when Smolder's damage is otherwise inconsistent. Enemy Answer: Enemies will try to hook or flash onto Smolder while Leona is deep in their backline. They ignore the tank to kill the carry. Failure Risk: If Leona dives too deep without Smolder in range to follow up, she dies instantly in Mayhem's high-damage environment, leaving Smolder alone and exposed. Recovery: Smolder must use his Flash or Snowball to reposition the moment Leona commits. If she dies, he plays at max range, using the chaos of the fight to fish for Q stacks on the enemy frontline.
Ornn
Synergy Mechanism: Ornn offers the massive AoE crowd control needed to set up Smolder's ultimate. The "Brittle" status also amplifies Smolder's damage output, making his execute thresholds trigger earlier. Combo: Ornn activates Call of the Forge God. As the fire ram travels, Smolder positions to hit the impregnated target with his W. When Ornn recasts to knock up the entire enemy team, Smolder drops Momma's Call on the stationary cluster. Best Scenario: A full-team knockup allows Smolder's dragon to breathe freely for its full duration. This usually results in a team wipe or forcing the enemy team to burn multiple defensive summoner spells. Enemy Answer: Smart enemies will spread out before Ornn's second cast, reducing the number of targets caught in the knockup. They may also use spell shields or Zhonya's to dodge the crucial CC chain. Failure Risk: Ornn misses his ultimate or gets interrupted during the channel. Without the setup, Smolder's R is much easier to walk out of. Recovery: Smolder should save his own Flash until he sees the CC land. If Ornn misses, Smolder switches to poke mode, using Q and W to zone enemies away from his team while waiting for cooldowns.
Lulu
Synergy Mechanism: Lulu provides the "kiting fortress" synergy. Her Whimsy stops divers in their tracks, and her Wild Growth gives Smolder the health buffer he needs to survive burst combos while channeling his ultimate. Combo: When an assassin or bruiser jumps on Smolder, Lulu uses Polymorph and ults immediately. This creates a window where Smolder is unkillable and the enemy diver is helpless, allowing Smolder to point-blank W and R for massive damage. Best Scenario: The enemy team has heavy dive champions like Zed or Kha'Zix. Lulu nullifies their engage, turning their aggression into a suicide mission. Enemy Answer: Enemies will try to bait out Lulu's cooldowns on other targets or use long-range poke to force her to heal, draining her mana before the all-in. Failure Risk: Lulu gets picked off before the fight starts. Without her protection, Smolder is very vulnerable to being one-shot in the Mayhem environment. Recovery: Smolder must track Lulu's status. If she dies or is out of mana, he plays far back, using his Q slow and Flash to kite defensively rather than stepping up to DPS.
Malphite
Synergy Mechanism: Malphite provides the "press R to win" engagement that guarantees Smolder's delayed abilities connect. This is a pure wombo-combo pairing that excels in the chaotic team fights of Mayhem. Combo: Malphite lands Unstoppable Force on three or more enemies. Smolder instantly casts Momma's Call on the impact zone. The knockup duration keeps enemies inside the dragon's breath, ensuring maximum damage ticks. Best Scenario: The enemy team groups tightly to siege a tower or contest a health relic. Malphite engages, and Smolder follows up for an instant team fight victory. Enemy Answer: Enemies build Zhonya's Hourglass or use Flash to escape the ultimate zone immediately after the knockup ends. They may also run multiple tanks to absorb the burst. Failure Risk: Malphite engages when Smolder is out of range or still clearing a wave. Smolder cannot physically reach the fight in time to capitalize on the setup. Recovery: Smolder needs to constantly hover near Malphite's engage range. If he is too far, he should use Snowball to gap close immediately as Malphite takes flight.
Yuumi
Synergy Mechanism: Yuumi allows Smolder to focus entirely on positioning and damage. She provides the sustain to survive poke wars and the speed boost to land skillshots or dodge engage. Combo: Yuumi attaches and uses her ultimate, Final Chapter, to root enemies in a line. Smolder walks down the lane during the root, landing free Q stacks and a full W channel on the helpless targets. Best Scenario: Smolder has a lead in stacks and items. Yuumi amplifies his lead, turning him into a raid boss that cannot be poked down or easily burst. Enemy Answer: Enemies will focus all crowd control on Smolder the moment Yuumi dismounts to heal or proc her passive. They will also build heavy anti-heal to negate the sustain. Failure Risk: Smolder gets caught by hard CC like a hook or stun. Yuumi cannot save a target that is instantly deleted before she can press her ult or heal. Recovery: Smolder must buy Quickblades or similar movement items to dodge key abilities. If he gets low, he plays passive, letting Yuumi heal him up while he last-hits with Q from max range. Required Team Functions
Smolder needs teammates who can start fights without him. He cannot force a fight early because his damage relies on stacking and execution. He also needs a dedicated peeler or a support with disengage tools. In Mayhem, if the enemy team has a strong engage composition, Smolder will spend the entire game running away instead of dealing damage if no one protects him. Finally, the team needs magic damage elsewhere; while Smolder deals mixed damage, his early game is heavily physical, and a full AD team allows enemies to stack armor effectively against his Q.
Leona
Leona provides the unbreakable frontline Smolder lacks. Her Zenith Blade and Solar Flare create immobile targets, which makes it incredibly easy for Smolder to land his Q for stacks and his W for the execute burn.
Smolder ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Early Game Tempo | Smolder suffers through a painful early game, playing passive and last-hitting with Q to stack passive while praying for team peel. | Accelerated gold, experience, and augments turn Smolder from a late-game gamble into a mid-game monster who contests early objectives. | Stop playing passive; contest health relics and trade early instead of hiding to farm. |
| Skill Usage Frequency | Mana constraints and long cooldowns early force you to pick and choose your moments carefully before casting abilities. | Aura buffs and augments solve mana issues or provide ability haste, letting you spam Q on cooldown and use W aggressively. | Spam abilities freely; augments remove mana constraints and let you use W as a nuke. |
| Snowball Aggression | Snowball is mostly a gap-closer to finish low-health targets or escape, rarely used to engage due to stack momentum loss. | Faster respawn timers and defensive augments make failed engages less punishing, allowing you to trade aggressively. | Use Snowball to pressure and poke frontline, not just for escapes or finishing kills. |
| Build Adaptation | Builds for sustain and scaling with items like Essence Reaver and Bloodthirster, using Presence of Mind for mana. | Accelerated gold lets you hit two-item spike early, allowing pure damage builds and aggressive runes like Coup de Grace. | Adapt build to augments; skip early sustain if you have damage or cooldown bonuses. |
| Teamfight Spacing | One bad position means getting caught by CC and dying instantly, wasting your scaling investment entirely. | Extra movement speed, shields, or defensive stats from augments widen margin for error, letting you play closer to frontline. | Play closer to frontline but respect enemy augment spikes that can burst you unexpectedly. |
Champion Analysis
Role / Current performance
Smolder the Fiery Fledgling operates as a scaling ranged ADC and long-range poke specialist in Hextech Mayhem, distinguished by his unique stacking mechanic that accelerates dramatically in this mode due to reduced cooldowns. His core identity revolves around growth through accumulation, making him one of the most scalable ranged damage dealers available. The mode's fast pace allows him to stack dragon marks at unprecedented speed, reaching his power spikes far earlier than in standard gameplay. His passive, Super Cute!, serves as the foundation of his strategic value. By attacking enemies and casting abilities, Smolder accumulates dragon marks that progressively enhance his capabilities. The critical milestone comes at 225 stacks, when he unlocks Super Scorchy Breath, an ultra-long-range fire breath attack that transforms his role from a standard ADC into a devastating poke threat. This stacking priority shapes his early-game behavior, encouraging constant aggression and ability usage to accelerate toward this transformative power spike. Smolder's basic abilities support a flexible combat pattern. Scorchy Breath, his Q ability, functions as his primary damage tool and stacking mechanism, firing fireballs that damage enemies while contributing to his growth. Roar!, his W ability, provides movement speed and a shield, offering tools for both pursuing fleeing opponents and escaping dangerous situations. Flap Flap!, his E ability, grants a short dash for repositioning and dodging incoming abilities, giving him essential mobility in the chaotic environment of Hextech Mayhem. His ultimate, MMMMM!, represents his peak damage potential. This massive fireball delivers enormous area-of-effect damage that almost always hits multiple enemies in Hextech Mayhem, where the single-lane format and frequent team fights create ideal conditions for maximizing its impact. The ability's reliability in this mode makes it a consistent teamfight-winner rather than a situational tool. Smolder's strategic positioning balances aggressive stacking with survival. His childlike innocence in lore translates to a gameplay identity that rewards curiosity and engagement rather than passive farming. Players must actively seek opportunities to stack while using Roar! and Flap Flap! to escape when threatened. The combination of scaling damage, long-range poke potential, and repositioning tools makes Smolder a high-value pick for players who can manage his early-game vulnerability while racing toward his devastating late-game form. His recommended builds emphasize critical strike and attack damage to maximize both his stacking speed and final damage output.
Core Tips
Long-form tips / Play pattern
Smolder the Fiery Fledgling is a scaling carry in Mayhem ARAM who must survive early chaos to become a raid boss. The first priority is stacking the passive safely. Do not greed for early kills if it means losing health. Use brush to break line of sight, step out to last-hit a minion with Super Scorcher Breath, and duck back in, as every stack matters. If a tank or engage support is on the team, stay directly behind them. If the team is full squishy, play much farther back and rely on Au Revoir to farm from safety. Early damage feels low until stack breakpoints are reached. Do not force extended trades at 0 stacks, as you will lose. Instead, look for short bursts: land a Q, auto-attack if safe, and run. Once approaching 100 stacks, the playstyle shifts and you can start looking for harass on the enemy backline whenever Q cooldown is up. The single-lane format is dangerous for a short-range caster. Kite diagonally rather than in a straight line, as moving forward and backward makes you predictable for skillshots. Lateral movement forces enemies to aim through minions or allies. When the enemy team pushes your tower, Smolder clears waves efficiently once a point in W is available. Use Flap, Flap, Flap to position near your tower, clear the wave, and reset. Never stand still to channel abilities if an assassin is missing. Keep your finger on your movement key, and if you must stop to auto-attack, fire and immediately move again. Mark/Dash is your primary escape tool, not just an engage tool. If caught by crowd control, immediately look for a minion or enemy champion behind you to Snowball to safety. Do not save Snowball for a flashy engage if overextended. Use Snowball offensively only with a clear follow-up plan, such as when a key enemy ability is down. Do not Snowball into the middle of five people. Snowball to the edge of a fight, dump damage, and use your flight ability to reposition. Smolder is not the primary engage champion. Let teammates start the fight and follow up with damage. In team fights, target whatever is closest. Do not dive past enemy tanks to reach the enemy ADC unless they are severely out of position. Q applies execute damage, making Smolder excellent at finishing low-health tanks. Once later stack thresholds are hit, focus the enemy backline if W lands on them. Always track the enemy assassin or diver, and if they dive you, switch targets immediately. When the enemy engages, do not run in a straight line back to base. Run toward your tower while weaving in short bursts of damage if they overextend. Flap, Flap, Flap is a powerful disengage tool because of the slow. Your ultimate, MMOOOMMMM!, is a massive counter-engage tool. If the enemy team collapses, drop the ultimate on your own feet or on your frontline. The heal and AoE damage turn the tide of close-range brawls. Do not save it for a perfect execution on a fleeing enemy. Diving towers is risky. Only dive if your ultimate is available and your team is synchronized. When sieging, do not walk up to auto-attack the tower unless the enemy team is dead or recalled. Use Q to poke enemies under the tower instead. If your team falls behind, focus on clearing waves before they hit your tower. Do not try to force fights. Play for the late game, as stacks do not stop even if you fall behind. Patience is your only recovery tool.
Read full guidePlaystyle Guide
Playstyle / Team structure
Smolder the Fiery Fledgling progresses through three distinct phases in ARAM: Mayhem, each requiring different positioning and ability usage. During the early game at levels 1 through 6, Smolder must play as a fragile artillery platform, focusing on last-hitting minions with Super Scorcher to build passive stacks while chipping at the enemy frontline. Positioning should be near the tower or behind melee allies, and Smolder should concede ground rather than take free damage against long-range poke or hard engage. Snowball serves primarily as a dodge tool or setup for quick trades rather than a deep engage. A safe pattern involves Snowballing to a marked target, landing an auto-attack, then immediately sidestepping or falling back. Missing Snowball means resetting position rather than forcing a follow-up. Flap, Flap, Flap should be saved for escaping or repositioning when enemies commit cooldowns. Pushing waves under the enemy tower creates harassment opportunities while they farm. If behind, stalling under tower for experience is preferable to chasing kills. At levels 7 through 11, unlocking Momma's Call transforms Smolder's threat range. The dragon can bomb the enemy backline while Smolder stays near support, still positioned behind the frontline but able to step up for Super Scorcher on overextending champions. Look for ultimate angles hitting multiple enemies, especially near their tower or during team fights. Snowball usage shifts to closing gaps on low-health targets or dodging key crowd control. The combo involves Snowballing to out-of-position carries, unloading abilities, then dashing out. Diving into the full enemy team remains dangerous. Push or stall decisions depend on team composition and enemy engage. Strong enemy dive means stalling near tower, while good allied poke or disengage allows pushing waves under enemy towers. When ahead, group for picks rather than split pushing. When behind, clear waves quickly and avoid fighting without the ultimate or key augments. Reaching level 11 is the priority for the second ultimate cast. In late game at levels 12 and beyond, Smolder becomes a team fight anchor with hard-scaling damage. Position in the middle or back of the formation, close enough to land abilities but far enough to react to divers. Use Super Scorcher to poke before fights, targeting frontline or exposed enemies. Save the ultimate for clustered enemies or low high-priority targets. Snowball becomes high-stakes, reserved for dodging game-changing abilities or finishing fleeing enemies. Random Snowballs leave Smolder vulnerable to counter-engage. Dash should be reserved for repositioning after enemy cooldowns. Push with the team when having numbers or when enemies are respawning. Getting caught alone late means long death timers that can lose the game. When ahead, force fights around objectives or inhibitor towers, using the ultimate to zone enemies or burst frontline. When behind, look for picks or wait for overextensions. Success comes from grouping, landing combos on key targets, and letting teammates clean up.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Smolder the Fiery Fledgling transforms into a raid boss once he stacks his passive and secures a gold lead. In Mayhem's accelerated timeline, an early lead means reaching execute threshold while enemies are still building their first components. When ahead, Smolder should stack aggressively on champions rather than minions, since waves die instantly to his AoE. He zones enemies with the threat of his execute, chipping them to 40% health before looking for the Q finisher. Dragon and Herald fights are ideal, as Smolder excels in prolonged chaotic teamfights where he can cycle abilities and land multiple Qs. Offensive augments like Fireworks turn his lead into a snowball, while defensive augments cover his weakness to dives. The most common throw is over-diving with E, which is an all-in tool rather than poke. Smolder must save E for repositioning or dodging hard engage from champions like Malphite or Vi. Chasing kills into the enemy base without team support is fatal, as Mayhem death timers are long enough for a single pick to cost two towers. When behind, Smolder suffers because his damage relies on stacks and items. Down kills and towers, he cannot win 1v1s and must accept a support-style role until catching up. The recovery strategy requires stacking exclusively on minions rather than champions, as walking into Q range of a fed assassin or mage is suicide. Mayhem's dense waves still allow rapid stacking if Smolder simply hits the wave, even if it means letting towers fall. He should play for execute cleanup, waiting for teammates to engage before using long-range Q to secure kills on low enemies. W poke from safety checks bushes and softens waves, and augments enhancing W should be spammed to force enemies to heal or back off. Augment choices must pivot toward survival and utility rather than high-risk damage options. Health, resistances, healing, gold per minion, and experience gain augments bridge the gap until his passive kicks in. Smolder enters an unrecoverable danger zone when facing multiple divers who can flash-kill him before his team reacts. In this state, grouping in a ball with teammates is fatal, as standing next to an ADC lets enemies like Zed or Diana ult both simultaneously. Smolder must stand to the side near a wall, let enemies blow cooldowns on the frontline, then E over the wall to safety before turning to fire Qs from max range. Dying before using ult or E indicates playing too close, while surviving with low HP and securing cleanup kills signals successful recovery.
Read full guideChampion Background
Lore / Identity / Text block
Smolder the Fiery Fledgling is defined entirely by his passive ability, Dragon Practice, which transforms his game plan into a stacking race that determines his power curve. Every last-hit with his Q on minions, monsters, or champions grants permanent bonus damage. At 225 stacks, Q executes low-HP targets, and at 500 stacks, it deals true damage with a massive explosion. In Mayhem's constant minion waves and accelerated experience gain, Smolder hits these thresholds much earlier than on Summoner's Rift, making early-game stacking the primary objective. Players should not force bad fights near stack thresholds and should always check their count before committing to major engagements. A few seconds of wave clearing can mean the difference between standard damage and game-changing true damage. Q is both the primary damage tool and stacking mechanism, passing through minions and applying on-hit effects. The narrow hitbox requires leading moving targets, and missing Q creates a window where enemies can engage without fear of retaliation. Wave control, stacking pressure, and threat all disappear on a miss. Once the execute unlocks, Q becomes a kill-sniping tool. At 500 stacks, aiming for the tankiest target in the middle of the enemy team maximizes the splash radius. W serves as the primary setup and escape mechanism. The short dash fires three fireballs that apply a slow, making Q easier to land. Close-range use ensures all three hit the same target. Wasting W for damage leaves Smolder vulnerable, as it is his only mobility. In Mayhem's high-stakes environment, one bad W can lose both the wave and the stack lead. E is a long-cooldown repositioning tool that flies over terrain and leaves a damaging, slowing trail. It is rarely an opener and should be saved for emergencies or resetting bad positions. Using E to engage without a cleanup plan results in total vulnerability and likely death. R calls Smolder's mother to fly down the lane, damaging and knocking up enemies while offering Smolder a ride that grants untargetability and healing. The ultimate serves as counter-engage, panic button, or massive zone control. The decision to ride or continue dealing damage is critical, as riding too long removes all damage output while staying off too long risks death. The skill priority is non-negotiable: max Q first for damage and stacks, W second for improved slow and kite potential, and E last for utility. Proper management of these abilities separates a stacking liability from a late-game terror.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Smolder in ARAM: Mayhem lives and dies by his passive stacks. The mode's accelerated gold and experience can trick players into thinking they scale automatically, but playing Smolder like a standard marksman results in mediocre damage and frequent deaths. Understanding the mechanical and decision errors that ruin Smolder games is essential for reaching his power spike when Mayhem matches reach peak intensity. Mechanical mistakes center on ability usage and targeting. Casting Super Scorcher (W) at point-blank range causes the projectile to travel a short distance, dealing reduced damage and failing to apply the critical strike modifier or full area-of-effect splash. Always target the ground behind enemies or at maximum range, as damage scales with distance traveled. Holding Flap, Flap, Flap (E) purely as an escape ignores its massive AoE damage and execute potential. E deals damage based on missing health, so flying over low-HP enemies often secures kills rather than just repositioning. Canceling Momma's Call (R) by moving or casting too early loses the massive AoE impact damage and dragon follow-up safety. Treat R as a stationary channel and wait for the dragon to land before issuing move commands. Using Achoo! (Q) on full-health tanks repeatedly deals minimal damage because Q executes based on missing health. Prioritize targets below half health and reposition to side angles to reach the backline instead of tunneling on frontline tanks. Decision mistakes often involve misunderstanding Smolder's scaling and role. Ignoring passive stack accumulation early to save abilities for kills delays critical power spikes at 225 and 300 stacks, making Smolder useless in mid-game team fights. Play for stacks early by hitting every minion and champion with Q and W. Building pure glass cannon with no defensive utility leads to getting one-shot by assassins or burst mages before casting a second W. Incorporate defensive options to survive initial burst and use E to reposition. Using Snowball to engage puts Smolder in the middle of five enemies with no immediate escape. Use Snowball strictly for dodging or repositioning, and let tanks engage while Smolder provides follow-up damage. Standing still to auto-attack during chaotic brawls makes Smolder an easy target for skill shots, CC, and global ultimates. Constantly kite by firing abilities and moving, staying at the edge of range. Chasing kills into the enemy base when the objective is to destroy the nexus causes overextension and thrown advantages. Switch focus to structures once the inhibitor is down, using abilities to clear waves and damage towers. Smolder is a scaling monster, but only if players respect his limitations and avoid these mechanical slips and decision errors.
Read full guideFAQ
Smolder
Is Smolder strong in ARAM: Mayhem? He scales into a late-game monster, but his early game is weak. You need to survive the first few minutes without feeding kills. Once you stack your passive, your damage output becomes absurd. The tradeoff is a painful laning phase where you get bullied under tower. How do I stack his passive quickly? Last-hit minions with your Q whenever possible. Mayhem's faster wave clear actually helps you get gold and stacks faster than on Summoner's Rift. Don't force bad fights just to stack on champions early. Prioritize farm until you hit the critical stack thresholds for your execute damage. What is his best skill order? Max Q first for damage and stack acquisition. Take E second so you can reposition during chaotic team fights. The dash lets you dodge key skill shots or chase low-HP targets. W is a one-point wonder for the slow and area damage.
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