Normal order: R > Q > E > W.
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,700
- Price
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,700
- Price
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
Situational itemstop 12
- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
50.00%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
52.17%- Total Price
- 2,700
- Price
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
53.80%- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
50.00%- Total Price
- 2,450
- Price
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
46.02%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
45.85%- Total Price
- 3,100
- Price
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
46.98%- Total Price
- 2,800
- Price
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
54.12%- Total Price
- 3,100
- Price
- 825
+65 Attack Damage +5% Omnivamp 20% Tenacity Famine Gain Ability Haste based on your Bonus AD. Feast When a champion that you damaged recently dies, gain Omnivamp for a moderate duration.
53.14%- Total Price
- 2,900
- Price
- 800
+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.
56.65%- Total Price
- 2,700
- Price
- 800
+350 Health +75 Armor Resilience Receive 30% less damage from Critical Strikes. Humility Slow nearby enemies by 70% for 2 seconds.
50.16%- Total Price
- 3,200
- Price
- 650
+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.
50.69%Starting items
- Total Price
- 900
- Price
- 500
+350 Health
51.09%- Total Price
- 400
- Price
- 400
+150 Health
51.09%- Total Price
- 250
- Price
- 250
+5 Ability Haste
51.29%- Total Price
- 900
- Price
- 500
+350 Health
47.98%Core items
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,700
- Price
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,300
- Price
- 150
+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,100
- Price
- 825
+65 Attack Damage +5% Omnivamp 20% Tenacity Famine Gain Ability Haste based on your Bonus AD. Feast When a champion that you damaged recently dies, gain Omnivamp for a moderate duration.
Situational itemstop 12
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
58.90%- Total Price
- 3,300
- Price
- 150
+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.
59.82%- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
61.78%- Total Price
- 3,100
- Price
- 825
+65 Attack Damage +5% Omnivamp 20% Tenacity Famine Gain Ability Haste based on your Bonus AD. Feast When a champion that you damaged recently dies, gain Omnivamp for a moderate duration.
62.05%- Total Price
- 2,900
- Price
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
57.93%- Total Price
- 2,700
- Price
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
55.47%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
54.45%- 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.
55.29%- Total Price
- 3,200
- Price
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
59.87%- Total Price
- 3,300
- Price
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
56.87%- Total Price
- 3,000
- Price
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
57.99%- 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).
58.28%Starting items
- Total Price
- 350
- Price
- 350
+10 Attack Damage
57.19%- Total Price
- 1,050
- Price
- 100
+20 Attack Damage +10 Ability Haste
57.19%- Total Price
- 250
- Price
- 250
+5 Ability Haste
60.80%- Total Price
- 1,050
- Price
- 100
+20 Attack Damage +10 Ability Haste
59.54%Core items
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,300
- Price
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
- 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
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
Situational itemstop 12
- Total Price
- 3,100
- Price
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
56.48%- Total Price
- 3,300
- Price
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
56.88%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
57.04%- 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).
55.34%- 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.
56.66%- Total Price
- 2,700
- Price
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
54.84%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
55.50%- Total Price
- 3,100
- Price
- 825
+65 Attack Damage +5% Omnivamp 20% Tenacity Famine Gain Ability Haste based on your Bonus AD. Feast When a champion that you damaged recently dies, gain Omnivamp for a moderate duration.
57.46%- Total Price
- 3,300
- Price
- 750
+40 Attack Damage +25% Attack Speed +450 Health Cleave Attacks deal physical damage to nearby enemies. Breaking Shockwave Deal physical damage and Slow nearby enemies by 35%. Gain 35% decaying Move Speed per champion hit for 3 seconds.
60.57%- Total Price
- 3,200
- Price
- 775
+400 Health 20% Tenacity The Claws that Catch Gain bonus Attack Damage. Lifeline Taking damage that would reduce your Health below 30% grants a decaying Shield for 4.5 seconds.
54.56%- Total Price
- 3,300
- Price
- 150
+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.
57.43%- 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.
61.01%Starting items
- Total Price
- 250
- Price
- 250
+5 Ability Haste
54.75%- Total Price
- 1,050
- Price
- 100
+20 Attack Damage +10 Ability Haste
52.22%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T1 | 64.51% | 3.96% | 479 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 63.87% | 7.90% | 955 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T1 | 59.54% | 3.94% | 477 |
Immobilizing or grounding an enemy champion grants you 6 bonus Attack Damage or 10 Ability Power ( Adaptive ), stacking infinitely (5 second cooldown per cast instance ). Lose 50% of stacks on death. View augment details | Silver | T1 | 58.93% | 8.62% | 1,042 |
Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds. View augment details | Gold | T1 | 57.75% | 5.28% | 639 |
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 | 57.64% | 4.49% | 543 |
Gain ( 200 / 100) bonus attack range. View augment details | Gold | T1 | 57.13% | 13.15% | 1,591 |
Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds. View augment details | Prismatic | T1 | 56.17% | 6.56% | 794 |
Gain the Fleet Footwork and Grasp of the Undying keystone runes. View augment details | Gold | T1 | 56.02% | 7.28% | 880 |
Gain ( 75 / 50) bonus attack range. View augment details | Silver | T1 | 55.93% | 6.62% | 801 |
Gain 15% omnivamp . View augment details | Silver | T1 | 55.52% | 15.97% | 1,931 |
Grants 60% bonus attack speed . View augment details | Silver | T1 | 55.32% | 6.75% | 817 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T1 | 54.43% | 7.00% | 847 |
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 | 54.37% | 5.29% | 640 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T1 | 53.87% | 4.59% | 555 |
Grants 20 bonus attack damage , 10 ability haste , and 5 lethality . View augment details | Silver | T1 | 53.61% | 6.75% | 817 |
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 | 53.60% | 4.94% | 597 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T1 | 53.47% | 20.74% | 2,508 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T1 | 53.45% | 7.90% | 956 |
Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities. View augment details | Gold | T1 | 53.17% | 10.56% | 1,277 |
Gain the Conqueror and Lethal Tempo keystone runes. View augment details | Prismatic | T1 | 53.17% | 5.74% | 694 |
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 | 52.83% | 11.39% | 1,378 |
Increase your bonus attack speed gained from all sources by 20% . While at 1. 75 attack speed or higher, your basic attacks deal 40 bonus magic damage on-hit. View augment details | Gold | T1 | 52.35% | 5.45% | 659 |
Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . View augment details | Gold | T1 | 52.20% | 5.64% | 682 |
Gain ( 250 / 150) bonus attack range. View augment details | Prismatic | T1 | 52.16% | 5.36% | 648 |
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 | T1 | 52.00% | 4.13% | 500 |
Grants 18% armor penetration and magic penetration . View augment details | Gold | T1 | 51.72% | 6.99% | 845 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 65.03% | 2.53% | 306 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T2 | 63.76% | 1.80% | 218 |
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 | 61.67% | 2.37% | 287 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 61.40% | 2.25% | 272 |
Grants 50% critical strike chance . View augment details | Gold | T2 | 58.82% | 2.53% | 306 |
Increases attack damage by 20% . View augment details | Silver | T2 | 58.66% | 2.72% | 329 |
Casting your ultimate ability empowers you for 10 seconds, causing you to gain a shield for 50% of your maximum health , 20% omnivamp , and 30% bonus movement speed for the duration (20 second cooldown). View augment details | Prismatic | T2 | 58.33% | 2.28% | 276 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T2 | 58.12% | 1.93% | 234 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 57.78% | 1.86% | 225 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T2 | 56.31% | 1.84% | 222 |
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 | T2 | 55.90% | 3.22% | 390 |
Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death. View augment details | Gold | T2 | 54.86% | 3.57% | 432 |
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 | 54.80% | 2.07% | 250 |
Basic attacks on-hit deal ( 20 – 40 / 10 – 20) (based on level) (+ ( 25% / 20%) bonus armor) bonus true damage . Additionally, gain 50% bonus attack speed . View augment details | Prismatic | T2 | 54.73% | 2.79% | 338 |
Convert all of your ability power into bonus attack damage at a rate of 1 bonus attack damage per 1. 66 ability power . Additionally, increase your total attack damage by 15% . View augment details | Silver | T2 | 53.35% | 3.33% | 403 |
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 | T2 | 53.13% | 3.03% | 367 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T2 | 53.13% | 3.70% | 448 |
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 | T2 | 52.85% | 2.17% | 263 |
Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 52.67% | 2.48% | 300 |
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 | T2 | 52.51% | 2.14% | 259 |
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 | T2 | 52.35% | 2.29% | 277 |
Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance . View augment details | Gold | T2 | 52.04% | 3.24% | 392 |
Grants 20% heal and shield power . View augment details | Silver | T2 | 51.53% | 2.70% | 326 |
Scoring a champion takedown causes the area around the slain champion to explode in a 500 unit radius, dealing adaptive damage to enemies within equal to 15% of their current health and leaving behind a zone for 1. 5 seconds that slows enemies within by 60%. View augment details | Gold | T2 | 51.50% | 2.76% | 334 |
Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T2 | 51.36% | 3.65% | 442 |
Grants 60 ability haste . View augment details | Gold | T2 | 51.34% | 2.79% | 337 |
Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 51.12% | 2.59% | 313 |
Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Gold | T2 | 51.12% | 2.59% | 313 |
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 | 50.83% | 2.99% | 362 |
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 | 50.81% | 3.08% | 372 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T2 | 50.55% | 2.27% | 275 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T2 | 50.42% | 1.98% | 240 |
Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death). View augment details | Gold | T2 | 49.35% | 1.91% | 231 |
Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal). View augment details | Prismatic | T2 | 49.23% | 3.21% | 388 |
Your base attack speed is set to a static amount of 0. 625 and your attack rate no longer benefits from any source of attack speed bonuses. In return, you gain 25 bonus attack damage and convert every 1% bonus attack speed into 1 bonus attack damage . View augment details | Gold | T2 | 48.34% | 2.74% | 331 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T2 | 47.51% | 1.83% | 221 |
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 | T2 | 47.15% | 3.19% | 386 |
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 | T2 | 46.27% | 3.22% | 389 |
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 | T2 | 44.52% | 2.41% | 292 |
After dashing or blinking , gain a shield that lasts for 2 seconds and absorbs 65 – 290 (based on level) (+ 65% AD) (+ 26% AP) damage (5 second cooldown). View augment details | Silver | T3 | 59.65% | 0.94% | 114 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T3 | 59.62% | 1.76% | 213 |
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 | T3 | 58.96% | 1.11% | 134 |
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 | 58.69% | 1.76% | 213 |
Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds. View augment details | Silver | T3 | 58.64% | 1.34% | 162 |
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 | 57.14% | 1.45% | 175 |
Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units. View augment details | Silver | T3 | 56.59% | 1.50% | 182 |
Gain 1. 5 bonus movement speed per 1 Lethality or flat magic penetration , and 5 bonus movement speed per 10% armor penetration or magic penetration . View augment details | Silver | T3 | 56.50% | 1.46% | 177 |
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 | 56.07% | 1.77% | 214 |
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 | T3 | 55.90% | 1.33% | 161 |
Dashing or blinking grants 12 bonus armor and bonus magic resistance , stacking up to 5 times for a total of 60 bonus resistances. Stacks are reset every 60 seconds since acquiring the augment. View augment details | Gold | T3 | 55.56% | 1.12% | 135 |
Gain the Hail of Blades and Press the Attack keystone runes. View augment details | Prismatic | T3 | 55.45% | 1.74% | 211 |
Gain 25% (+ 35% per 100 bonus armor) (+ 35% per 100 bonus magic resistance) heal and shield power . View augment details | Prismatic | T3 | 55.10% | 1.22% | 147 |
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 | T3 | 54.96% | 1.08% | 131 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T3 | 54.62% | 0.98% | 119 |
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 | T3 | 54.61% | 1.26% | 152 |
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 | T3 | 54.41% | 1.12% | 136 |
Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown). View augment details | Silver | T3 | 54.31% | 0.96% | 116 |
After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds. View augment details | Silver | T3 | 54.24% | 0.98% | 118 |
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 | 54.10% | 1.01% | 122 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T3 | 53.50% | 1.65% | 200 |
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 | 53.29% | 1.38% | 167 |
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 | T3 | 53.23% | 1.03% | 124 |
Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately. View augment details | Gold | T3 | 53.13% | 1.06% | 128 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T3 | 53.09% | 1.34% | 162 |
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 | 51.88% | 1.32% | 160 |
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 | T3 | 51.27% | 1.63% | 197 |
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 | T3 | 51.01% | 1.64% | 198 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T3 | 50.36% | 1.15% | 139 |
Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size. View augment details | Gold | T3 | 49.76% | 1.71% | 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 | 49.66% | 1.20% | 145 |
Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown). View augment details | Gold | T3 | 49.46% | 1.54% | 186 |
Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) . View augment details | Silver | T3 | 48.91% | 1.13% | 137 |
Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance . View augment details | Gold | T3 | 47.90% | 1.38% | 167 |
Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown). View augment details | Silver | T3 | 45.65% | 1.14% | 138 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T3 | 45.24% | 1.04% | 126 |
After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . View augment details | Prismatic | T3 | 44.72% | 1.33% | 161 |
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 | 67.09% | 0.65% | 79 |
Grants 3 random Dragon Souls . View augment details | Prismatic | T4 | 61.25% | 0.66% | 80 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T4 | 61.25% | 0.66% | 80 |
周期性地出现一个小蛋糕快速飞越整个大桥。接住小蛋糕会获得50 %i:goldCoins%金币。小蛋糕还会为你和附近的友军回复? + ?已损失生命值,但你们会被施加持续0.5秒的?减速。你的小蛋糕每治疗1000生命值,就会提供150 %i:goldCoins%金币。获得治疗的总和:?已赚取的金币:? View augment details | Prismatic | T4 | 60.76% | 0.65% | 79 |
Gain the Dark Harvest and First Strike keystone runes. View augment details | Gold | T4 | 57.58% | 0.82% | 99 |
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 | T4 | 57.58% | 0.82% | 99 |
Immobilizing or grounding an enemy champion heals you for 30 – 250 (based on level) (+ 1. 5 % maximum health) (5 second cooldown per cast instance ). View augment details | Silver | T4 | 57.58% | 0.55% | 66 |
Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown). View augment details | Prismatic | T4 | 56.88% | 0.90% | 109 |
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 | T4 | 56.19% | 0.87% | 105 |
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 | 56.14% | 0.47% | 57 |
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 | T4 | 55.41% | 0.61% | 74 |
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 | T4 | 55.36% | 0.46% | 56 |
Gain Bami's Cinder . You can now purchase Hollow Radiance and Sunfire Aegis in spite of the item limit imposed by Immolate . Quest: Obtain Hollow Radiance and Sunfire Aegis . Reward: Upon completing your Quest , convert the items you obtained for the quest into Void Immolation . Void Immolation counts as 2 Burn effect sources. View augment details | Prismatic | T4 | 54.84% | 0.51% | 62 |
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 | 54.39% | 0.47% | 57 |
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 | T4 | 54.37% | 0.85% | 103 |
Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T4 | 54.29% | 0.58% | 70 |
Automatically cast a modified version of Rakan's The Quickness , empowering you to break into a captivating sprint for 6 seconds. While empowered, you gain ghosting and 50% bonus movement speed , and enemies you collide with are knocked down and become charmed for 1. 5 seconds (25 second cooldown). A sparkly tiara will descend upon you 2. 5 seconds before the effect activates. View augment details | Prismatic | T4 | 52.94% | 0.42% | 51 |
Casting your ultimate ability grants you an aura for 2 seconds, growing in size over the duration to up to 500 units. After the duration, you taunt all enemies within the aura for 2 seconds and gain 50% damage reduction for the same duration (30 second cooldown). Additionally, gain 30 ultimate haste. Aura is activated once the ultimate's effect starts or has elapsed. View augment details | Prismatic | T4 | 52.17% | 0.76% | 92 |
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 | 51.90% | 0.65% | 79 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T4 | 51.00% | 0.83% | 100 |
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 | 50.94% | 0.44% | 53 |
Abilities with dashes or blinks gain 175 ability haste . View augment details | Prismatic | T4 | 50.00% | 0.89% | 108 |
Surrounds you in flames, causing you to apply a Burn every second to enemy champions within 500 units for 3 seconds that deals magic damage equal to [ 0. 6 6 % of your maximum health per second.] This Burn stacks infinitely and refreshes with each application. View augment details | Prismatic | T4 | 50.00% | 0.45% | 54 |
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 | T4 | 48.39% | 0.77% | 93 |
Automatically cast a modified version of Lissandra's Ring of Frost , creating a cold pulse around you in 450 radius that roots nearby enemies for 1. 25 seconds (6. 5 second cooldown). This modified ability does not deal damage. View augment details | Silver | T4 | 48.24% | 0.70% | 85 |
Quest: Score 18 champion takedowns . Reward: Upon completing your Quest , you receive The Golden Spatula . If your inventory is full at the time of quest completion, the item will be granted as soon as a slot in the inventory is available. View augment details | Prismatic | T4 | 48.15% | 0.67% | 81 |
Upgrades Bami's Cinder , Hollow Radiance , Sunfire Aegis , and Void Immolation , empowering Immolate to additionally grant you 12 per tick for each enemy champion afflicted by its effect. Additionally, gain 250 . View augment details | Silver | T4 | 48.08% | 0.43% | 52 |
你已与【大魔王】本尊签订了一个契约。他每秒汲取你?当前生命值,如果附近有敌人则提升至?当前生命值。作为回报,他会增幅你的攻击和技能以造成额外的?真实伤害,并且它们还会使生命残片出现在附近5秒。吸收一个生命残片会治疗你?生命值并为你提供持续1秒的?移动速度。被汲取的生命值:?已造成的伤害:?已获取的残片:?已回复的生命值:?周期性伤害有1.5秒冷却时间 View augment details | Prismatic | T4 | 48.08% | 0.43% | 52 |
Your heals and shields cause you to fire a missile to the nearest enemy unit within 650 units over 0. 32 seconds, applying a Burn upon arrival that deals magic damage equal to 0. 2 % of the target's maximum health every second over 5 seconds, for a total of 1% (1. 5 -second cooldown). The Burn's per-tick damage increases to up to 0. 8 % of the target's maximum health based on the relative value of the triggering heal or shield against the maximum health of the ally recipient, for a total maximum damage of 4% of the target's maximum health . View augment details | Gold | T4 | 40.54% | 0.61% | 74 |
Zaahen Skill Combos
Extracted from the skill order guide
If an augment directly upgrades E and changes your engage or chase pattern: R > E > Q > W.
If an augment directly upgrades W into a repeatable damage or survival engine: R > W > Q > E, or R > W > E > Q if E is needed to stay in range.
If an augment directly upgrades W into a repeatable damage or survival engine: R > W > Q > E, or R > W > E > Q if E is needed to stay in range.
Zaahen Team Comp Highlights
Partner patterns extracted from the team comp guide
Hard engage tanks: Malphite, Amumu, Leona, Nautilus
These champions give Zaahen the cleanest job: wait behind the first wave of crowd control, then enter while enemies are already locked down or split by the engage. He gets more value when he is the second threat into the fight, not the only target walking forward.
Shielding and speed enchanters: Lulu, Karma, Milio, Janna
Zaahen often needs a buffer during the moment he becomes visible and targetable. Shields, movement speed, anti-dive tools, and peel let him take a sharper angle without instantly losing the trade to layered crowd control.
Zone-control mages: Orianna, Anivia, Viktor, Azir, Veigar
Zone mages shape the bridge so Zaahen does not have to brute-force through five champions. Their walls, control zones, and threat areas push enemies into predictable paths, which gives Zaahen cleaner target selection and reduces the risk of being kited in open space.
Pick and displacement supports: Thresh, Blitzcrank, Pyke, Poppy
Pick champions create unfair fights before the full 5v5 starts. Zaahen likes that because he can spend his commitment on a trapped or displaced target instead of forcing through a prepared frontline.
AoE follow-up damage: Miss Fortune, Brand, Rumble, Hwei, Karthus
Zaahen pressures attention. AoE damage champions punish the enemy for clumping to stop him. If enemies group tightly with crowd control ready, they expose themselves to large-area damage; if they spread out, Zaahen gets more isolated targets.
Synergy mechanism: These champions give Zaahen the cleanest job: wait behind the first wave of crowd control, then enter while enemies are already locked down or split by the engage. He gets more value when he is the second threat into the fight, not the only target walking forward. Combo: Let the tank threaten from brush, Snowball, or a front-line angle. Once they connect, Zaahen follows onto the same target or cuts across to the enemy carry who steps forward to punish the tank. If the engage hits multiple enemies, Zaahen should choose the lowest-mobility damage dealer rather than chasing the tankiest target. Best scenario: This pairing is strongest against poke, enchanter backlines, and fragile damage comps that rely on spacing. A hard engage tank forces them to stop throwing spells freely, and Zaahen punishes the panic movement after the first crowd control lands. Enemy answer: The enemy will hold disengage, cleanse effects, knockbacks, or exhaust-style damage reduction for Zaahen instead of the tank. They may also stand far apart so the first engage only catches one champion. Failure risk and recovery: If the tank misses the engage, Zaahen should not force the same angle. Back up, clear the wave if possible, and wait for the next minion crash or Snowball mark. If the tank catches only a frontliner, Zaahen can hit the frontline briefly, then reset position instead of overchasing into the enemy damage zone. 2. Shielding and speed enchanters: Lulu, Karma, Milio, Janna Synergy mechanism: Zaahen often needs a buffer during the moment he becomes visible and targetable. Shields, movement speed, anti-dive tools, and peel let him take a sharper angle without instantly losing the trade to layered crowd control. Combo: The enchanter should hold protection until Zaahen actually commits, not spend it while he is only posturing. Zaahen steps forward with the wave or follows a Snowball mark, draws enemy spells, then receives shield or speed to either finish the target or exit before the second wave of damage lands. Best scenario: This is excellent when Zaahen is the main physical or melee threat and the rest of the team has enough ranged damage to soften targets. The enchanter makes every failed enemy pick attempt expensive, because Zaahen can turn immediately after surviving the burst. Enemy answer: Enemies will try to bait the shield first, then re-engage once it is gone. They may also hit the enchanter instead, forcing Zaahen to choose between diving forward and peeling backward. Failure risk and recovery: If Zaahen goes in before his support can reach him, the combo collapses. The recovery is simple: play one screen closer to the enchanter, use minions as the staging point, and only take fights where protection can land. If the enemy dives the enchanter, Zaahen should turn into peel mode rather than abandoning the backline for a low-value chase. 3. Zone-control mages: Orianna, Anivia, Viktor, Azir, Veigar Synergy mechanism: Zone mages shape the bridge so Zaahen does not have to brute-force through five champions. Their walls, control zones, and threat areas push enemies into predictable paths, which gives Zaahen cleaner target selection and reduces the risk of being kited in open space. Combo: The mage controls the center or cuts off one side of the lane. Zaahen pressures the opposite side, forcing the enemy to choose between walking through the mage’s damage zone or giving him a flank angle. When an enemy carry steps around the zone to keep dealing damage, Zaahen can punish that isolated path. Best scenario: This works best against short-range brawlers, immobile carries, and teams that need to walk forward together. Zaahen benefits because the enemy cannot spread perfectly; someone has to give ground, and that creates a target. Enemy answer: Strong poke teams can wait out the zone and chip Zaahen before he finds an opening. Mobile champions can also dash around the controlled area and force the mage to spend defensive tools early. Failure risk and recovery: The mistake is diving past the zone before it has done its job. If Zaahen enters too early, he separates from the mage’s damage and becomes easy to collapse on. Recover by playing slower: let the mage clear wave, hold the choke, and only commit when the enemy has already moved into a bad lane position. 4. Pick and displacement supports: Thresh, Blitzcrank, Pyke, Poppy Synergy mechanism: Pick champions create unfair fights before the full 5v5 starts. Zaahen likes that because he can spend his commitment on a trapped or displaced target instead of forcing through a prepared frontline. Combo: The support fishes for a hook, pull, stun, or knockback near the minion wave. Zaahen stays close enough to follow, but not so close that he gets poked for free. When the pick lands, he helps burst the target or zones the rescue squad so they cannot safely walk in. Best scenario: This is high value against squishy teams with one or two key damage dealers. If the enemy carry gets pulled even once near Zaahen, the fight can become a numbers advantage before ultimates and major defensive tools are even used. Enemy answer: Enemies will hide behind minions, draft spell shields, or stand far enough back that only their tank can be caught. They may also hard-engage immediately after a missed hook, punishing the pick champion’s downtime. Failure risk and recovery: If the pick misses, Zaahen should not walk up trying to “save” the play. Give space, protect the hook champion from the counter-engage, and wait for minions to reset. If only the enemy tank is caught, Zaahen should help damage them only if the team can burn them quickly; otherwise he should hold his main commit for the carries stepping forward. 5. AoE follow-up damage: Miss Fortune, Brand, Rumble, Hwei, Karthus Synergy mechanism: Zaahen pressures attention. AoE damage champions punish the enemy for clumping to stop him. If enemies group tightly with crowd control ready, they expose themselves to large-area damage; if they spread out, Zaahen gets more isolated targets. Combo: Zaahen should threaten entry from one side while the AoE teammate holds their major damage for the enemy’s response. When enemies collapse onto him or retreat through a choke, the AoE lands across their escape path. Zaahen then finishes low-health targets or blocks the route back to safety. Best scenario: This pairing shines in narrow bridge fights, around destroyed turret space, and during messy post-engage skirmishes where enemies cannot maintain perfect spacing. It also helps Zaahen when he cannot instantly kill a target, because the AoE softens the whole team for the second pass. Enemy answer: The enemy will disengage from Zaahen instead of clumping, or they will send only one durable champion to occupy him while the carries stay wide. Long-range poke can also force the AoE teammate to use spells defensively before Zaahen starts the fight. Failure risk and recovery: If Zaahen dives before the AoE teammate is in range, the enemy can spend everything on him and walk out before the damage arrives. Recover by syncing on wave position: wait until the enemy must stand near minions, turret rubble, or a choke, then force the fight where AoE follow-up is guaranteed to matter.
Best overall draft shape: one reliable engager, one protection tool, and at least one ranged champion who can punish enemies for grouping. Zaahen does not need every teammate to play around him, but he does need the team to create a real fight. If the draft has no engage, no peel, and no wave control, he has to start from neutral every time, and that gives the enemy too many clean punish windows.
Zaahen ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Fight Identity | Acts as a secondary engager or cleanup melee who waits for someone else to start, then commits when the enemy backline has limited room to kite. | Needs flexibility to be the first body in if durable enough, or a second-wave threat entering after the first round of enemy spells has been used. | Adapt entry timing based on your augments and durability rather than defaulting to a cleanup role. |
| Snowball Usage | Often used as a simple engage button to start fights or reach targets directly. | Use as a threat check to force respect, or as a repositioning tool to dodge damage, rather than always taking the recast. | Treat Snowball marks as options, not orders; check target state before committing. |
| Skill Order Priority | Max the spell giving the most reliable wave contact and champion damage, prioritizing consistent damage and safe trading. | Prioritize spells that let you enter, stick, or survive if your augment setup rewards repeated fighting over raw damage. | Adjust max order to match augment needs like uptime or durability instead of copying normal builds. |
| Teamfight Spacing | Usually stands just behind or beside the main frontline, waiting for poke to soften targets or for a clear engage. | Hover at the edge of enemy engage range to punish missteps without being forced to spend tools defensively. | Stay close enough to threaten but far enough to avoid forced defensive tool usage. |
| Health Thresholds | A melee champion can sometimes sit low and bait because the enemy lacks the speed to finish. | Extra mobility and stronger burst patterns make low-health bait much riskier, requiring you to stop posturing when low. | Stop frontlining when low; let teammates take space while you re-enter after enemies overextend. |
Champion Analysis
Role / Current performance
Zaahen The Unsundered is a melee fighter-tank in Hextech Mayhem with tremendous sustained combat power and outstanding durability. His passive, The Darkin Bloodwell, rapidly regenerates health when out of combat, granting exceptional sustainability that allows him to recover between engagements. This makes him one of the hardest champions to kill in the mode. His Q, The Darkin Blade, is his core damage ability: a three-part combo where each strike deals area-of-effect damage in different shapes. The third strike, Deathbringer, has the largest area, highest damage, and knocks up enemies at the edges, making it consistently effective at hitting multiple champions in the crowded team fights that define Hextech Mayhem. His W, Infernal Chains, pulls back enemies attempting to flee, which is a crucial tool for preventing escapes and keeping opponents locked in combat. His E, Umbral Dash, provides repositioning capability to set up his Q combos effectively. Zaahen’s ultimate, World Ender, grants bonus attack damage and healing while providing a death-defying mechanic: upon taking lethal damage, he enters stasis before reviving with substantial health recovery. This ultimate makes him incredibly resilient and capable of turning fights around even when he should be eliminated. Zaahen grows stronger the longer a fight persists, so his strategic value lies in extended engagements where he can fully leverage his sustain, AoE damage, and escape denial. Positioning is melee-focused; he needs to close distance and remain in the thick of battle to maximize his Q combos and ultimate uptime. His damage pattern is sustained area-of-effect through repeated Q rotations, while his utility includes a knockup on the third Q cast and a pull on his W that counters mobile champions or fleeing targets. The practical takeaway is that mastering his Q combo timing and ultimate usage transforms him into an unstoppable force, capable of absorbing heavy punishment while dishing out consistent damage and controlling enemy movement.
Core Tips
Long-form tips / Play pattern
Zaahen The Unsundered performs best when he enters a fight second, punishing enemies after they have committed their crowd control, dashes, or peel. Walking in first without backup leaves him exposed to slows and poke before he can reach a real target. The optimal engage window appears when the enemy backline steps past its own frontline, often after chasing poke too far. He should not burn every gap-closer just to start contact; walking as far as safely possible forces the enemy to reveal a slow, root, or displacement first. Allied minions block skillshots and hide approach angles, so fighting when the wave is alive is far safer than pushing into an open lane. When an enemy diver jumps onto an ally, Zaahen is stronger turning on that diver first rather than chasing the backline, because killing the first engager removes the enemy’s safe space. His strongest burst or control should be held until opponents commit, not thrown at max range where they can simply back up and wait it out. Standing close enough to punish without being chained means hovering just behind the frontline and stepping in when a catch tool misses, or peeling backward if it lands. Planning an exit before entering is critical; the escape route runs back through the team, not deeper into enemy territory. Side spacing along the bridge edges breaks target focus and provides a cleaner retreat behind terrain-side minions. If slowed before the fight, forcing an engage is a mistake—better to back up, wait for the next wave, and let sustain or shields reset the health gap. Zaahen should not stack directly on his tank; a half-step to the side avoids both champions eating the same engage tool. Brush control shortens the lane for him while giving enemies easy chain crowd control if he face-checks. Against heavy poke, moving with the wave instead of between waves keeps projectiles from targeting him. Target priority demands hitting the closest high-value target, not always the farthest carry; killing the mage, enchanter, or diver in front may win the fight faster than walking past enemies. When the first target shields, becomes untargetable, or dashes away, swapping targets fluidly draws cooldowns and punishes the next exposed body. Finishing low-health opponents requires a safe path; chasing through three healthy enemies often gives away a shutdown. Snowball is a threat before a ticket in—landing it forces repositioning, and taking the recast only when the team can follow within a second or two. Using Snowball after enemy peel is down, or defensively to threaten re-entry without walking through poke, maximizes its value. Fight rhythm should align with augment windows: extended-combat augments call for safe damage before committing, burst augments need one clean crowd-control window, and defensive augments must be triggered before the enemy burst lands. Takedown or reset-style augments require choosing realistic targets that are already chunked or separated. Pushing after winning health, not after losing it, and pulling back after forcing major cooldowns prevents overstaying. Dives are only successful with wave, health, and follow-up, and should avoid untouched crowd control; exiting sideways after the kill avoids delayed spells. When behind, Zaahen stops looking for hero engages and instead punishes oversteps and protects carries, saving cooldowns for the enemy’s mistake while peeling first before chasing. Every decision revolves around patience, positioning, and punishing the moment the enemy overcommits.
Read full guidePlaystyle Guide
Playstyle / Team structure
Zaahen The Unsundered’s playstyle in Mayhem evolves through three phases built on patience, positioning, and punishing enemy mistakes. In the early game (levels 1–6), he starts in the second line slightly off-center from the minion wave to avoid free poke while maintaining threat range. His trading rhythm involves short melee patterns only after the enemy uses their main crowd control or long-range poke; stepping into a trade when all five enemies hold spells gives them the exact fight they want. Snowball is primarily a punish tool—use it after an enemy steps past their wave, misses crowd control, or when your team can follow instantly. If Snowball lands on a tank in front of four ready carries, hold the re-cast unless it creates a clean numbers advantage. Early augments should solve the first problem: reaching fights, surviving burst, or winning extended contact. Push only when your ranged champions already hit the wave and the enemy cannot punish your step-up; when outranged, stall near turret to preserve health. When ahead, take brush control and keep the wave moving without chasing into turret. When behind, stop contesting every minion, let the wave come in, and punish enemy overstepping near your turret. The goal before level seven is to reach the mid game with enough health, item progress, and summoner pressure to start real fights. During the mid game (levels 7–11), Zaahen shifts between second line and front line based on cooldowns and wave control. He stops taking random chip damage and forces committed skirmishes, calling a target when an enemy squishy uses mobility, cleanse, shield, or major peel too early. Snowball can start fights, but only with a second plan—check that your team is close, the target is not baiting under turret, and you have a way to keep fighting or exit. Augments define his fight pattern: engage augments let him threaten from fog to burn defensive tools, defensive augments make him the first body in but then turn back to protect carries, and damage augments mean he avoids starting into tanks and finishes priority targets. Push when a won fight gives turret pressure or next health relic control; stall when your team lacks cooldowns or has low-health carries. When ahead, walk forward with minions to split enemy attention and pick isolated targets. When behind, look for side-entry Snowballs and counter-engage after the enemy’s first rotation. By level eleven, identify your job for the next two fights—either bodyguard for fed carries or hunter against immobile enemy carries. In the late game (level 12+), patience becomes critical. Deaths cost too much, so Zaahen stands where he can threaten a flank or protect damage dealers without giving the enemy a free start. He wants the second or third beat of the fight, not the first blind jump. Trading stops unless it leads to a kill, turret, relic, or forced retreat; waiting for the enemy to misplace a carry or waste peel is essential. Snowball is either a fight-winning bridge or a throw button—use it on priority targets when team can chain damage, or defensively to follow an enemy diver. Avoid re-casting onto full-health tanks unless killing that tank opens the base. Augments define risk level: durability lets him start fights when allies are in range; burst or chase means entering after defensive tools are gone; extended combat rewards staying mobile and hitting the safest reachable target. Push after kills or when the enemy loses waveclear, walking with the cannon wave to force spells.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
When ahead, Zaahen The Unsundered must force clean fights rather than brute forcing blindly. Positioning just outside enemy hard crowd control range lets him threaten the first target that steps forward and force the enemy to spend disengage before he fully commits. Diving first into five ready players turns a lead into a shutdown window. Key triggers for aggression include the enemy having just used major peel, engage, or anti-dive tools; Zaahen should move in immediately with his team close enough to follow. Another trigger is wave control near the enemy side, where holding a forward brush or side angle instead of hitting minions in the open makes his entry line unpredictable. When an enemy carry walks past their tank or support, Zaahen can commit only if he can finish or force them out before the rest collapses. If his frontline has already started the fight, he should step to the side to cut off the next escape path rather than overlapping into an already dead target. Augment choices while ahead should remove the one thing that can still stop him: mobility and sticking power against kiting, durability and tenacity against lockdown, or defensive options if he already kills anything he touches. The ahead fight pattern begins by marking the enemy answer that can stop entry, entering from a side angle instead of the middle, spending enough to secure but not everything to start, and resetting after the first kill to take repeated winning trades rather than one endless chase. The most common throw is diving past a still-living wave while ranged champions are clearing or shopping. Respect death timers and staggered spawns: push the wave, hit the structure, and leave before enemies respawn around you. When behind, Zaahen cannot brute-force first contact and must play as a punish champion, standing near carries and waiting for an overextension. Triggers include an enemy frontline stepping too far ahead of their carries, the enemy using mobility forward to poke or chase, a carry being dove (peel first then re-engage), and when his team has no wave and the enemy is grouped under his structure. Behind augments should fix access and survival before greed damage: sustain against poke, tenacity or cleanse against control, and mobility or gap-closers if he cannot reach targets. The behind fight pattern requires holding health until the real fight, letting the enemy show their target first, using snowball or long-range engage only when the landing zone is playable, and exiting after the punish without chasing into fresh cooldowns. Avoid fights that cannot be recovered even with a one-for-one trade, and use low-risk pressure to rebuild the game by threatening anyone hitting the wave without committing until the enemy wastes something. The recovery mindset is simple: ahead, Zaahen forces enemies to spend answers and punishes the gap; behind, he makes enemies spend answers first and punishes the mistake.
Read full guideChampion Background
Lore / Identity / Text block
Zaahen The Unsundered’s ability data is not verified for ARAM: Mayhem in the current patch, making it critical to approach his kit without assuming specific damage types, crowd control, or cooldown behavior. Instead, each spell must be treated as a variable to be identified and adapted to during the first waves and skirmishes. His Passive functions as a baseline fight rule: players must discover what condition activates it—whether it requires stacking, taking damage, landing hits, or staying in combat—and then play around that trigger rather than assuming it is always active. In Mayhem’s fast, repetitive fights, testing the Passive during the first wave is essential before committing to an all-in. Zaahen’s Q is the first spell to classify; it may be poke, a melee strike, a cleave, a setup tool, or a finisher, and every trade pattern changes based on that answer. Reliable damage and wave control should be prioritized over flashy angles, and missing Q invites a clean punish window that forces a retreat. W represents his second identity check: it might protect him, control enemies, amplify damage, restore health, or create a zone. Defensive uses should be saved for enemy burst rather than small poke trades, while offensive uses require allied follow-up to be effective on the Howling Abyss layout. The spell enemies punish hardest, W must be committed only after resources are expended. E is the spell most likely to decide whether Zaahen can start fights or must wait; it may grant mobility, engage, repositioning, or secondary damage. Wasting E as mobility often leaves him trapped in the lane with no clean exit, so it should be used conservatively early and reserved for following enemy crowd control or engaging after key cooldowns are spent. R is the fight-defining button, whether it functions as execute pressure, transformation, burst, control, durability, mobility, or a reset-style payoff. Its exact purpose must be confirmed in-game, and it should be used when it creates a clear swing—securing a kill, blocking enemy burst, starting a fight the team can follow, or turning a messy brawl into a numbers advantage. The first ultimate fight should focus on the target allies are already damaging to avoid a wasted spell. Across the entire kit, the primary strategic principle is adaptability: early waves are for learning, not forcing. Every ability carries a punishment for misuse, and recovering from a mistimed or missed spell requires playing safely behind minions, waiting for allies to create openings, and avoiding compounded mistakes. By reading each spell’s function in real time and prioritizing reliable damage and survival over heroic plays, Zaahen can be effective even without confirmed mechanics, making his value in Mayhem a product of careful observation and disciplined execution.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Zaahen The Unsundered gets punished hard when played as a mindless first-contact brawler in ARAM: Mayhem. Fights start fast and damage is messy, so one bad entry can turn the match into a spectator screen. The most important distinction is between mechanical mistakes—how you press buttons in the fight—and decision mistakes—when you choose to fight at all. Mechanically, opening with mobility just to touch the first enemy in range leaves you without a way to adjust when the enemy kites, shields, or throws crowd control. The correct habit is to walk up with minions or allied pressure first, then spend mobility after the enemy commits a peel spell. Dumping every damage button into the enemy frontline without checking their carries lets you trade health for a target built to survive; hit the frontline only when it is safe or when your team can finish quickly. Using defensive tools after you are already locked down wastes the chance to survive the first punish window; protect yourself as the enemy starts their counter-engage, not after the combo connects. Cancelling basic attacks over-prioritizing spells makes damage come out awkwardly; weave attacks between spells. Aiming key abilities through the widest part of the formation can let them get blocked by minions or shields; cast from an angle after the wave thins. Taking Snowball without checking the landing area voluntarily delivers you into layered damage and chain crowd control; take it only when your team can follow or the target is isolated. Fighting with camera locked too tightly causes you to miss flanks or key control abilities; scan both backlines before entering. Decision mistakes start with engaging while your team is not ready, creating a one-man engage; engage only when allies are in range to follow. Diving the backline every fight without checking peel makes you predictable; vary target selection. Ignoring health relic and wave timing leaves you with poor setup; fight around recovery windows and allied presence. Building only for highlight damage when the enemy has burst or kite tools exposes greed; choose durability or sticking power against heavy control. Chasing low-health enemies past the wave into fog trades a kill for a likely death; chase only when you know the team cannot collapse. Treating every crowd control as equal leads you to walk into the one effect that stops your engage; identify the fight-ending spell before committing. Staying on the map at low health because Zaahen feels strong in close fights loses your threat; play behind the wave until you recover or the fight becomes a cleanup. The clean Zaahen game is about entering after the enemy shows their answer, keeping damage on a target your team can finish, and respecting when your tools are down. If you make a mistake, shrink the play fast: stop chasing, regroup, and make the next fight slower for the enemy.
Read full guideFAQ
Zaahen
Is Zaahen a good pick in ARAM: Mayhem? Zaahen is best when your team needs a committed melee threat that can turn messy fights into extended brawls. Pick him if your lobby already has some poke, crowd control, or follow-up damage, then look for fights where enemies cannot freely kite backward. The tradeoff is that you usually pay health to create space, so forcing without backup can make you look useless fast. What is Zaahen’s main job in teamfights? Your job is to make the enemy backline react, not to stand still trading with the closest tank forever. When a fight starts, move with your engage or use Snowball pressure to threaten a vulnerable target, then keep fighting only if your team is close enough to punish the collapse. If you dive too early, the enemy gets a clean focus window and your damage buys nothing. Should I build Zaahen for damage or durability? Build enough durability to survive your first commit, then add damage when you can stay on targets. If the enemy has heavy poke, burst, or layered crowd control, lean defensive first so you can enter fights without instantly losing half your health. The tradeoff is slower kills, but a living Zaahen creates more pressure than a greedy one waiting on respawn.
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