ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T1 Rank #8

Zaahen ARAM Mayhem Build & Best Augments

Zaahen role and playstyle: baseline role is fighter, with a core identity built around teamfight utility and damage output. The kit should be evaluated around its main cooldowns and teamfight pattern. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Medium execution: success depends on consistent ability timing, positioning, and target choice. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Zaahen Zaahen The Unsundered Fighter / Tank / Mage
TierT1
Rank#8
Win Rate55.16%
Pick Rate0.39%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Heartsteel Heartsteel Heartsteel
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%.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Sundered Sky Sundered Sky Sundered Sky
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.

Win Rate50.89%
Pick Rate6.39%
#2
Sundered Sky Sundered Sky Sundered Sky
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.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Spirit Visage Spirit Visage Spirit Visage
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%.

Win Rate50.94%
Pick Rate5.11%
#3
Heartsteel Heartsteel Heartsteel
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%.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Spirit Visage Spirit Visage Spirit Visage
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%.

Win Rate49.47%
Pick Rate4.15%

Situational itemstop 12

Heartsteel Heartsteel Heartsteel
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%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

52.17%
Spirit Visage Spirit Visage Spirit Visage
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%
Sundered Sky Sundered Sky Sundered Sky
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%
Thornmail Thornmail Thornmail
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%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.

45.85%
Warmog's Armor Warmog's Armor Warmog's Armor
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%
Unending Despair Unending Despair Unending Despair
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%
Endless Hunger Endless Hunger Endless Hunger
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%
Kaenic Rookern Kaenic Rookern Kaenic Rookern
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%
Randuin's Omen Randuin's Omen Randuin's Omen
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%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
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

Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

51.09%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

51.09%
Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

51.29%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

51.29%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

47.98%

Core items

#1
Sundered Sky Sundered Sky Sundered Sky
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.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Spirit Visage Spirit Visage Spirit Visage
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%.

Win Rate54.41%
Pick Rate10.83%
#2
Sundered Sky Sundered Sky Sundered Sky
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.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Ravenous Hydra Ravenous Hydra Ravenous Hydra
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.

Win Rate55.93%
Pick Rate3.89%
#3
Sundered Sky Sundered Sky Sundered Sky
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.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Endless Hunger Endless Hunger Endless Hunger
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.

Win Rate60.25%
Pick Rate2.78%

Situational itemstop 12

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

58.90%
Ravenous Hydra Ravenous Hydra Ravenous Hydra
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%
Sundered Sky Sundered Sky Sundered Sky
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%
Endless Hunger Endless Hunger Endless Hunger
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%
Eclipse Eclipse Eclipse
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%
Spirit Visage Spirit Visage Spirit Visage
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%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.

54.45%
Trinity Force Trinity Force Trinity Force
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%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
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%
Death's Dance Death's Dance Death's Dance
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%
Heartsteel Heartsteel Heartsteel
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%
Spear of Shojin Spear of Shojin Spear of Shojin
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

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

57.19%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

57.19%
Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

60.80%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

60.80%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

59.54%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

59.54%

Core items

#1
Sundered Sky Sundered Sky Sundered Sky
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.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Spear of Shojin Spear of Shojin Spear of Shojin
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).

Win Rate54.99%
Pick Rate15.06%
#2
Sundered Sky Sundered Sky Sundered Sky
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.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Death's Dance Death's Dance Death's Dance
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.

Win Rate56.14%
Pick Rate8.36%
#3
Trinity Force Trinity Force Trinity Force
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.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Sundered Sky Sundered Sky Sundered Sky
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.

Win Rate57.12%
Pick Rate5.46%

Situational itemstop 12

Sundered Sky Sundered Sky Sundered Sky
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%
Death's Dance Death's Dance Death's Dance
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%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

57.04%
Spear of Shojin Spear of Shojin Spear of Shojin
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%
Trinity Force Trinity Force Trinity Force
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%
Spirit Visage Spirit Visage Spirit Visage
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%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.

55.50%
Endless Hunger Endless Hunger Endless Hunger
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%
Stridebreaker Stridebreaker Stridebreaker
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%
Sterak's Gage Sterak's Gage Sterak's Gage
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%
Ravenous Hydra Ravenous Hydra Ravenous Hydra
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%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
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

Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

54.75%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

54.75%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

56.94%
Phage Phage Phage
Total Price
1,100
Price
350

+15 Attack Damage +200 Health Rage Attacking grants Move Speed for 2 seconds.

56.94%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

52.22%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

52.22%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
64.51%
Pick Rate
3.96%
Games
479

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

View augment details
GoldT164.51%3.96%479
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
63.87%
Pick Rate
7.90%
Games
955

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

View augment details
GoldT163.87%7.90%955
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
59.54%
Pick Rate
3.94%
Games
477

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

View augment details
SilverT159.54%3.94%477
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
58.93%
Pick Rate
8.62%
Games
1,042

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
SilverT158.93%8.62%1,042
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
57.75%
Pick Rate
5.28%
Games
639

Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds.

View augment details
GoldT157.75%5.28%639
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
57.64%
Pick Rate
4.49%
Games
543

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
GoldT157.64%4.49%543
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
57.13%
Pick Rate
13.15%
Games
1,591

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT157.13%13.15%1,591
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
56.17%
Pick Rate
6.56%
Games
794

Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds.

View augment details
PrismaticT156.17%6.56%794
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
56.02%
Pick Rate
7.28%
Games
880

Gain the Fleet Footwork and Grasp of the Undying keystone runes.

View augment details
GoldT156.02%7.28%880
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
55.93%
Pick Rate
6.62%
Games
801

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT155.93%6.62%801
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
55.52%
Pick Rate
15.97%
Games
1,931

Gain 15% omnivamp .

View augment details
SilverT155.52%15.97%1,931
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
55.32%
Pick Rate
6.75%
Games
817

Grants 60% bonus attack speed .

View augment details
SilverT155.32%6.75%817
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
54.43%
Pick Rate
7.00%
Games
847

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

View augment details
PrismaticT154.43%7.00%847
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
54.37%
Pick Rate
5.29%
Games
640

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
SilverT154.37%5.29%640
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
53.87%
Pick Rate
4.59%
Games
555

Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ).

View augment details
GoldT153.87%4.59%555
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
53.61%
Pick Rate
6.75%
Games
817

Grants 20 bonus attack damage , 10 ability haste , and 5 lethality .

View augment details
SilverT153.61%6.75%817
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.60%
Pick Rate
4.94%
Games
597

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
PrismaticT153.60%4.94%597
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
53.47%
Pick Rate
20.74%
Games
2,508

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

View augment details
GoldT153.47%20.74%2,508
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
53.45%
Pick Rate
7.90%
Games
956

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

View augment details
GoldT153.45%7.90%956
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
53.17%
Pick Rate
10.56%
Games
1,277

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
GoldT153.17%10.56%1,277
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.17%
Pick Rate
5.74%
Games
694

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT153.17%5.74%694
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
52.83%
Pick Rate
11.39%
Games
1,378

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
GoldT152.83%11.39%1,378
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
52.35%
Pick Rate
5.45%
Games
659

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
GoldT152.35%5.45%659
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
52.20%
Pick Rate
5.64%
Games
682

Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance .

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GoldT152.20%5.64%682
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.16%
Pick Rate
5.36%
Games
648

Gain ( 250 / 150) bonus attack range.

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PrismaticT152.16%5.36%648
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.00%
Pick Rate
4.13%
Games
500

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.

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PrismaticT152.00%4.13%500
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
51.72%
Pick Rate
6.99%
Games
845

Grants 18% armor penetration and magic penetration .

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GoldT151.72%6.99%845
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
65.03%
Pick Rate
2.53%
Games
306

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

View augment details
PrismaticT265.03%2.53%306
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
63.76%
Pick Rate
1.80%
Games
218

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

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PrismaticT263.76%1.80%218
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
61.67%
Pick Rate
2.37%
Games
287

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

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GoldT261.67%2.37%287
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
61.40%
Pick Rate
2.25%
Games
272

Gain 2 Stat Anvils .

View augment details
SilverT261.40%2.25%272
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
58.82%
Pick Rate
2.53%
Games
306

Grants 50% critical strike chance .

View augment details
GoldT258.82%2.53%306
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
58.66%
Pick Rate
2.72%
Games
329

Increases attack damage by 20% .

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SilverT258.66%2.72%329
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
58.33%
Pick Rate
2.28%
Games
276

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
PrismaticT258.33%2.28%276
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
58.12%
Pick Rate
1.93%
Games
234

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

View augment details
PrismaticT258.12%1.93%234
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
57.78%
Pick Rate
1.86%
Games
225

Gain 1750 upon acquiring this augment.

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GoldT257.78%1.86%225
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
56.31%
Pick Rate
1.84%
Games
222

Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health .

View augment details
SilverT256.31%1.84%222
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
55.90%
Pick Rate
3.22%
Games
390

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
GoldT255.90%3.22%390
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
54.86%
Pick Rate
3.57%
Games
432

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
GoldT254.86%3.57%432
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
54.80%
Pick Rate
2.07%
Games
250

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% .

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PrismaticT254.80%2.07%250
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
54.73%
Pick Rate
2.79%
Games
338

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 .

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PrismaticT254.73%2.79%338
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
53.35%
Pick Rate
3.33%
Games
403

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% .

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SilverT253.35%3.33%403
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.13%
Pick Rate
3.03%
Games
367

Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you.

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PrismaticT253.13%3.03%367
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
53.13%
Pick Rate
3.70%
Games
448

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

View augment details
SilverT253.13%3.70%448
Upgrade Sheen Upgrade Sheen Upgrade Sheen Gold
Rarity
Gold
Tier
T4
Win Rate
52.85%
Pick Rate
2.17%
Games
263

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
GoldT252.85%2.17%263
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
52.67%
Pick Rate
2.48%
Games
300

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
GoldT252.67%2.48%300
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
52.51%
Pick Rate
2.14%
Games
259

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

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SilverT252.51%2.14%259
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.35%
Pick Rate
2.29%
Games
277

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 .

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PrismaticT252.35%2.29%277
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
52.04%
Pick Rate
3.24%
Games
392

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

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GoldT252.04%3.24%392
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
51.53%
Pick Rate
2.70%
Games
326

Grants 20% heal and shield power .

View augment details
SilverT251.53%2.70%326
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
51.50%
Pick Rate
2.76%
Games
334

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
GoldT251.50%2.76%334
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
51.36%
Pick Rate
3.65%
Games
442

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

View augment details
SilverT251.36%3.65%442
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
51.34%
Pick Rate
2.79%
Games
337

Grants 60 ability haste .

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GoldT251.34%2.79%337
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
51.12%
Pick Rate
2.59%
Games
313

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
GoldT251.12%2.59%313
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
51.12%
Pick Rate
2.59%
Games
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 .

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GoldT251.12%2.59%313
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
50.83%
Pick Rate
2.99%
Games
362

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.

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GoldT250.83%2.99%362
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
50.81%
Pick Rate
3.08%
Games
372

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.

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GoldT250.81%3.08%372
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
50.55%
Pick Rate
2.27%
Games
275

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

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GoldT250.55%2.27%275
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
50.42%
Pick Rate
1.98%
Games
240

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

View augment details
GoldT250.42%1.98%240
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
49.35%
Pick Rate
1.91%
Games
231

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
GoldT249.35%1.91%231
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.23%
Pick Rate
3.21%
Games
388

Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal).

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PrismaticT249.23%3.21%388
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
48.34%
Pick Rate
2.74%
Games
331

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
GoldT248.34%2.74%331
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
47.51%
Pick Rate
1.83%
Games
221

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

View augment details
GoldT247.51%1.83%221
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.15%
Pick Rate
3.19%
Games
386

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
PrismaticT247.15%3.19%386
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
46.27%
Pick Rate
3.22%
Games
389

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
GoldT246.27%3.22%389
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
44.52%
Pick Rate
2.41%
Games
292

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
SilverT244.52%2.41%292
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
59.65%
Pick Rate
0.94%
Games
114

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
SilverT359.65%0.94%114
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
59.62%
Pick Rate
1.76%
Games
213

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.

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GoldT359.62%1.76%213
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
58.96%
Pick Rate
1.11%
Games
134

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
PrismaticT358.96%1.11%134
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
58.69%
Pick Rate
1.76%
Games
213

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.

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PrismaticT358.69%1.76%213
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
58.64%
Pick Rate
1.34%
Games
162

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
SilverT358.64%1.34%162
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
57.14%
Pick Rate
1.45%
Games
175

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
PrismaticT357.14%1.45%175
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
56.59%
Pick Rate
1.50%
Games
182

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
SilverT356.59%1.50%182
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
56.50%
Pick Rate
1.46%
Games
177

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
SilverT356.50%1.46%177
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
56.07%
Pick Rate
1.77%
Games
214

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
PrismaticT356.07%1.77%214
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
55.90%
Pick Rate
1.33%
Games
161

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
SilverT355.90%1.33%161
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
55.56%
Pick Rate
1.12%
Games
135

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
GoldT355.56%1.12%135
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.45%
Pick Rate
1.74%
Games
211

Gain the Hail of Blades and Press the Attack keystone runes.

View augment details
PrismaticT355.45%1.74%211
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
55.10%
Pick Rate
1.22%
Games
147

Gain 25% (+ 35% per 100 bonus armor) (+ 35% per 100 bonus magic resistance) heal and shield power .

View augment details
PrismaticT355.10%1.22%147
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
54.96%
Pick Rate
1.08%
Games
131

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
SilverT354.96%1.08%131
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
54.62%
Pick Rate
0.98%
Games
119

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

View augment details
GoldT354.62%0.98%119
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
54.61%
Pick Rate
1.26%
Games
152

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
PrismaticT354.61%1.26%152
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
54.41%
Pick Rate
1.12%
Games
136

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
GoldT354.41%1.12%136
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
54.31%
Pick Rate
0.96%
Games
116

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
SilverT354.31%0.96%116
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
54.24%
Pick Rate
0.98%
Games
118

After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds.

View augment details
SilverT354.24%0.98%118
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
54.10%
Pick Rate
1.01%
Games
122

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
SilverT354.10%1.01%122
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
53.50%
Pick Rate
1.65%
Games
200

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

View augment details
GoldT353.50%1.65%200
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.29%
Pick Rate
1.38%
Games
167

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

View augment details
PrismaticT353.29%1.38%167
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.23%
Pick Rate
1.03%
Games
124

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
PrismaticT353.23%1.03%124
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
53.13%
Pick Rate
1.06%
Games
128

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
GoldT353.13%1.06%128
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
53.09%
Pick Rate
1.34%
Games
162

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

View augment details
GoldT353.09%1.34%162
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.88%
Pick Rate
1.32%
Games
160

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
PrismaticT351.88%1.32%160
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
51.27%
Pick Rate
1.63%
Games
197

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
GoldT351.27%1.63%197
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
51.01%
Pick Rate
1.64%
Games
198

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
GoldT351.01%1.64%198
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
50.36%
Pick Rate
1.15%
Games
139

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT350.36%1.15%139
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
49.76%
Pick Rate
1.71%
Games
207

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
GoldT349.76%1.71%207
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
49.66%
Pick Rate
1.20%
Games
145

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
GoldT349.66%1.20%145
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
49.46%
Pick Rate
1.54%
Games
186

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
GoldT349.46%1.54%186
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
48.91%
Pick Rate
1.13%
Games
137

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
SilverT348.91%1.13%137
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
47.90%
Pick Rate
1.38%
Games
167

Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance .

View augment details
GoldT347.90%1.38%167
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
45.65%
Pick Rate
1.14%
Games
138

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

View augment details
SilverT345.65%1.14%138
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
45.24%
Pick Rate
1.04%
Games
126

Gain 1500 bonus health , but reduce your damage output by 10%.

View augment details
GoldT345.24%1.04%126
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.72%
Pick Rate
1.33%
Games
161

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
PrismaticT344.72%1.33%161
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
67.09%
Pick Rate
0.65%
Games
79

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
PrismaticT467.09%0.65%79
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
61.25%
Pick Rate
0.66%
Games
80

Grants 3 random Dragon Souls .

View augment details
PrismaticT461.25%0.66%80
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
61.25%
Pick Rate
0.66%
Games
80

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT461.25%0.66%80
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
60.76%
Pick Rate
0.65%
Games
79

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
PrismaticT460.76%0.65%79
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
57.58%
Pick Rate
0.82%
Games
99

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT457.58%0.82%99
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
57.58%
Pick Rate
0.82%
Games
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
PrismaticT457.58%0.82%99
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
57.58%
Pick Rate
0.55%
Games
66

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
SilverT457.58%0.55%66
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
56.88%
Pick Rate
0.90%
Games
109

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

View augment details
PrismaticT456.88%0.90%109
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
56.19%
Pick Rate
0.87%
Games
105

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
GoldT456.19%0.87%105
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
56.14%
Pick Rate
0.47%
Games
57

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
PrismaticT456.14%0.47%57
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
55.41%
Pick Rate
0.61%
Games
74

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
GoldT455.41%0.61%74
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.36%
Pick Rate
0.46%
Games
56

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
PrismaticT455.36%0.46%56
Quest: Icathia's Fall Quest: Icathia's Fall Quest: Icathia's Fall Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.84%
Pick Rate
0.51%
Games
62

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
PrismaticT454.84%0.51%62
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
54.39%
Pick Rate
0.47%
Games
57

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
SilverT454.39%0.47%57
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
54.37%
Pick Rate
0.85%
Games
103

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
GoldT454.37%0.85%103
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
54.29%
Pick Rate
0.58%
Games
70

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

View augment details
SilverT454.29%0.58%70
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.94%
Pick Rate
0.42%
Games
51

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
PrismaticT452.94%0.42%51
Stuck in Here With Me Stuck in Here With Me Stuck in Here With Me Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.17%
Pick Rate
0.76%
Games
92

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
PrismaticT452.17%0.76%92
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
51.90%
Pick Rate
0.65%
Games
79

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
GoldT451.90%0.65%79
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
51.00%
Pick Rate
0.83%
Games
100

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

View augment details
GoldT451.00%0.83%100
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.94%
Pick Rate
0.44%
Games
53

Damaging enemies with your ultimate ability polymorphs them into harmless critters for 2 seconds, during which their base movement speed is reduced by 60 , and disarms them for the same duration (15 second cooldown per target).

View augment details
PrismaticT450.94%0.44%53
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.00%
Pick Rate
0.89%
Games
108

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT450.00%0.89%108
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.00%
Pick Rate
0.45%
Games
54

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
PrismaticT450.00%0.45%54
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
48.39%
Pick Rate
0.77%
Games
93

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
GoldT448.39%0.77%93
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
48.24%
Pick Rate
0.70%
Games
85

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
SilverT448.24%0.70%85
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.15%
Pick Rate
0.67%
Games
81

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
PrismaticT448.15%0.67%81
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
48.08%
Pick Rate
0.43%
Games
52

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
SilverT448.08%0.43%52
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.08%
Pick Rate
0.43%
Games
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
PrismaticT448.08%0.43%52
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
40.54%
Pick Rate
0.61%
Games
74

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
GoldT440.54%0.61%74

Zaahen Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

Normal order: R > Q > E > W.

REQW

If an augment directly upgrades E and changes your engage or chase pattern: R > E > Q > W.

RWQE

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.

RWEQ

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

Team Comp
Leona Leona Leona T2
Tier
T2
Rank
#37
Win Rate
51.64%
Pick Rate
0.65%

Leona is a hard-engage tank who starts fights, locks one target in place, and gives her team a clear signal to go in. Her basic pattern is simple: find an angle, land the engage, chain her stun and ultimate, then stand in front while allies finish the target. In ARAM: Mayhem, Leona’s job gets even more direct. Fights happen often, damage comes fast, and augments can make both teams much harder to predict. She shines when your team can follow her first move, but she is punished if she dives too early or picks a target her allies cannot reach. Play her like a trigger, not a solo carry: wait for a real opening, force the fight, then keep the enemy backline or diver under control. View champion guide

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

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

Nautilus Nautilus Nautilus T3
Tier
T3
Rank
#73
Win Rate
50.39%
Pick Rate
0.83%

Nautilus is a frontline engage tank who turns one good catch into a full team fight. His identity is simple: walk up with threat, hook the target that steps too far forward, then layer crowd control so your carries can finish the job. His signature pattern is hook, lock down, and stand in the way. If an enemy carry mispositions, Nautilus can start the fight immediately. If your team is being dived, he can peel just as well by anchoring himself between the threat and his backline. In ARAM: Mayhem, the constant brawling makes Nautilus feel very natural. There is less time to play slow lane games and more value in forcing clean all-ins, protecting damaged allies, and punishing anyone who uses mobility too early. He is entry-level friendly because his job is clear, but good Nautilus players win by choosing the right target instead of throwing every hook on cooldown. View champion guide

Malphite Malphite Malphite T4
Tier
T4
Rank
#127
Win Rate
47.50%
Pick Rate
0.92%

Malphite – Shard of the Monolith Malphite is a tanky engage champion built around one devastating combo: Unstoppable Force into everything else. His identity is simple—he runs at you, becomes impossible to kill, and turns teamfights with a single well-timed ultimate. In standard modes, he's known as "the press R to win champion," and that reputation follows him into ARAM. What changes in ARAM: Mayhem is how often he gets to do it. The accelerated gold and experience means Malphite hits his power spikes faster and stays relevant longer. He's not stuck farming for twenty minutes waiting for a chance to flash-ult. Instead, he's constantly looking for angles, constantly threatening the engage, and constantly forcing the enemy team to respect his cooldown. The single-lane format actually helps him—there's nowhere to run when a giant rock monster crashes through your entire backline. His role is frontline disruptor. He soaks damage, peels for carries, and creates openings with Ground Slam and Unstoppable Force. He doesn't deal massive sustained damage, but he doesn't need to. One good ultimate can set up his entire team to clean up a fight. The trade-off is that when his ultimate is down, he's much less threatening. Smart enemies will track that cooldown and play aggressively when they know he can't engage. Mayhem's faster pacing also means Malphite has to be more decisive. He can't afford to sit back and wait for the perfect engage forever—the game moves too quickly. He needs to recognize when a good opportunity becomes a great one, commit fully, and trust his team to follow up. Passive play loses games in this mode, even on a tank. View champion 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.

Janna Janna Janna T2
Tier
T2
Rank
#25
Win Rate
51.90%
Pick Rate
0.45%

Janna is a defensive enchanter who wins fights by denying the enemy’s engage, shielding the right carry, and turning messy brawls into clean retreats or re-engages. Her signature pattern is simple: stay just behind the frontline, interrupt dives with wind control, then use her healing and disengage to reset the fight when opponents overcommit.In ARAM: Mayhem, Janna is less about sitting back forever and more about reacting fast in constant skirmishes. The single-lane pressure gives her plenty of chances to punish predictable dashes, protect low-health allies, and save teammates from bad trades. She is entry-level friendly if you focus on one job first: keep your damage dealers alive, and only step forward when your team can immediately punish. View champion guide

Milio Milio Milio T2
Tier
T2
Rank
#64
Win Rate
51.34%
Pick Rate
0.40%

Milio is a backline enchanter who wins fights by keeping carries safe, extending their threat range, and turning messy trades into survivable ones. His signature pattern is simple: stay behind the damage dealers, shield or heal before the burst lands, then use his defensive tools to let allies keep hitting instead of backing away. In ARAM: Mayhem, Milio is less about quiet lane support and more about fast reaction in constant brawls. Augments and nonstop teamfights make good positioning matter even more: if he is caught first, the fight can collapse, but if he survives the opening engage, his team gets much harder to finish off. Pick him when your side has strong carries that want time, space, and a second chance in every fight. View champion guide

Karma Karma Karma T4
Tier
T4
Rank
#120
Win Rate
47.92%
Pick Rate
0.70%

Karma the Enlightened One Karma is an offensive support mage who defines games through poke, disengage, and burst shielding. She sits in the backline, charging her Mantra to decide when a fight turns. Her identity is simple: land Qs, empower the right ability, and keep her team healthy while chipping away at the enemy. In ARAM: Mayhem, she becomes a relentless spam engine. The mode's accelerated gold and experience let her hit her cooldown reduction cap quickly, turning her from a tempo mage into a constant pressure source. She does not one-shot tanks, but she makes sieging impossible for the enemy and surviving easy for her team. Core Identity and Role She functions primarily as a poke and disengage support. Unlike pure enchanters who heal, Karma prevents damage with shields and speed bursts. Unlike burst mages, she relies on sustained damage and crowd control over time rather than a single rotation. She fits best on compositions that want to kite backward or siege towers without diving. Her signature pattern is the Mantra Q. She activates her ultimate, fires an empowered Inner Flame, and creates a wide explosion that slows and deals heavy area damage. This creates a zone the enemy cannot walk through. If they force the issue, she uses Mantra E to shield her whole team and grant a massive movement speed burst, repositioning everyone instantly. What Changes in Mayhem Mayhem speeds up her entire game plan. In standard ARAM, Karma often struggles with mana early or feels weak if she falls behind on gold. Here, she reaches her power spikes faster and stays relevant longer. The increased ability haste available in the mode means her Mantra cooldown drops rapidly, letting her empower abilities in almost every skirmish. Constant Mantra access: She empowers abilities much more often, making her burst shielding or poke available for every engagement. Enhanced disengage: The mode favors aggressive engages, but her Mantra E shuts down dives harder when she has the haste to cast it repeatedly. Sustained poke pressure: She forces enemies off objectives or towers faster because she never runs out of resources to throw. She excels at keeping her team at full health while forcing the enemy to recall. Her weakness remains her lack of hard crowd control and low durability if caught. If the enemy has unstopabble engages or long-range burst, she has to play further back and rely on her empowered shields to recover. In Mayhem, her ability to dictate pacing makes her a consistent and reliable pick for players who prefer positioning over mechanical execution. View champion guide

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

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

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.

Viktor Viktor Viktor T1
Tier
T1
Rank
#41
Win Rate
54.17%
Pick Rate
0.56%

Viktor is a scaling control mage who wins fights by shaping space before the enemy can fully commit. He pokes from range, punishes clumped targets, and turns narrow lanes into bad trades with his area control. Play him as a backline damage dealer: soften the frontline, hold key zones when divers step in, then follow with burst once someone is forced to stand in the wrong place. In ARAM: Mayhem, Viktor gets more chances to hit grouped enemies, but he also gets punished harder when he is caught without room to kite. Augments can push him toward heavier poke, faster fight tempo, or stronger teamfight control, so his best games come from picking the angle your comp needs. If your team has engage, save damage for the locked target. If your team lacks frontline, play slower, clear waves, and make enemies walk through your threat before they can reach you. View champion guide

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

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

Veigar Veigar Veigar T3
Tier
T3
Rank
#81
Win Rate
50.14%
Pick Rate
0.98%

Veigar is a scaling burst mage who controls space with his cage and deletes targets once they are forced to stand still. His usual pattern is simple: punish clumped enemies, trap priority targets, then stack damage through repeated spell hits and takedown pressure.In ARAM: Mayhem, Veigar gets more chances to fight than on a normal map, but he also has less room to hide. Play him as a backline control mage: hold your stun for engages or escapes, farm stacks safely when the wave is contested, and use the chaos of Mayhem to land huge area damage on enemies who overcommit. View champion guide

Azir Azir Azir T4
Tier
T4
Rank
#144
Win Rate
47.58%
Pick Rate
0.41%

Azir is a control mage who turns the battlefield into his personal kingdom. He fights from behind a wall of sand soldiers, zoning enemies with sustained damage and territorial control rather than burst. His identity revolves around positioning: he wants enemies to fight where he decides. In ARAM: Mayhem, Azir thrives because the single-lane format forces constant fights. He can set up his soldier zones once and force the enemy team to either engage through them or concede ground. The mode's accelerated pace and frequent gold income let him reach his late-game power spike faster than on Summoner's Rift, where he often struggles through a weak early game. His signature pattern is simple: place soldiers, auto-attack from behind them, and shuffle enemies with his ultimate when they overextend. In Mayhem, the faster ability rotations and enhanced resources mean he keeps soldiers up more consistently and pokes harder. He becomes a sustained damage turret that's hard to approach without eating constant sand-spear shots. View champion guide

Anivia Anivia Anivia T4
Tier
T4
Rank
#147
Win Rate
47.07%
Pick Rate
0.51%

Anivia is a control mage who defines teamfights through zone control, terrain manipulation, and sustained damage. She acts as a defensive anchor, turning narrow ARAM bridges into death traps with her crowd control and area denial. Her signature pattern revolves around Glacial Storm (R). She creates a large damaging zone that slows enemies and amplifies her other abilities. In standard modes, she struggles with mana costs and early game fragility. ARAM: Mayhem removes most of those weaknesses. Accelerated gold and experience let her reach her power spike faster, while constant fighting plays directly into her teamfight-focused kit. The Mayhem environment shifts her role slightly. She becomes a sustained damage dealer who can fish for picks more aggressively. The reduced penalty for dying means she can use her passive, Rebirth, as a strategic tool rather than a desperate last resort. She still plays as a backline controller, but she can take risks that would be suicidal on Summoner's Rift. View champion guide

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.

Poppy Poppy Poppy T3
Tier
T3
Rank
#75
Win Rate
49.22%
Pick Rate
0.34%

Poppy is a sturdy frontline disruptor who wins fights by saying “no” to the enemy’s best engage. She is not just a tank; she is a bouncer. Look for angles where you can pin a target into terrain, block dash-heavy champions from reaching your carries, then survive long enough for your team to finish the fight. Her signature pattern is simple: hold space, punish movement, and turn enemy confidence against them. If someone dashes in carelessly, Poppy can stop the follow-up and force a bad fight. If someone stands too close to a wall, she can turn that mistake into a pick. In ARAM: Mayhem, Poppy benefits from the constant clumping and narrow lane, but she also has less room to reset after a messy engage. Play her as a peel-first tank when your team has damage, or as a short-range initiator when the enemy gives you a clear wall angle. The faster pace makes her anti-dash tools more valuable, but missed commits get punished quickly. View champion guide

Pyke Pyke Pyke T3
Tier
T3
Rank
#122
Win Rate
48.56%
Pick Rate
0.71%

Pyke the Bloodharbor Ripper Pyke is a support assassin designed to execute low-health targets and share the gold with his teammates. He plays as a lane bully who fishes for picks with Bone Skewer (Q) and sets up kills with Ghostwater Dive (W). His entire identity revolves around his ultimate, Death from Below (R), which executes enemies and grants bonus gold to the last ally to assist. In ARAM: Mayhem, he is a relentless kill-stealer who turns every skirmish into a gold fountain for his team. Mayhem accelerates his already aggressive playstyle. The mode's increased gold generation and constant fighting mean Pyke hits his power spikes faster and finds more execute opportunities. He thrives in the chaos, slipping in and out of combat with his camouflage and mobility. The single-lane format forces enemies to cluster, making his Phantom Undertow (E) stun easier to land on multiple targets. He is not a traditional healer or shielder; he keeps his allies alive by killing the enemy first and sharing the wealth. View champion guide

Blitzcrank Blitzcrank Blitzcrank T4
Tier
T4
Rank
#148
Win Rate
46.94%
Pick Rate
1.01%

Blitzcrank the Great Steam Golem Blitzcrank is a tanky support built around one devastating spell: Rocket Grab. His entire identity in ARAM: Mayhem revolves around landing that hook to drag enemies out of position and into your team. He creates instant kill pressure whenever his Q is off cooldown, forcing opponents to play scared or get punished. In Mayhem mode, Blitzcrank becomes a relentless fishing machine. Reduced cooldowns and accelerated mana regeneration mean he can spam hooks constantly instead of waiting for the perfect shot. He transitions from a punish-heavy support into a persistent threat who can afford to miss a few grabs while hunting for the one that lands. His engage pattern is simple: hook, knock up, silence, then let your team clean up. View champion guide

Thresh Thresh Thresh T5
Tier
T5
Rank
#161
Win Rate
45.37%
Pick Rate
0.86%

Thresh the Chain Warden Thresh is a ranged support catcher who controls fights through displacement, isolation, and peel. His identity centers on the lantern: a unique tool that repositions allies and turns bad engages into instant escapes. In ARAM: Mayhem, he becomes a relentless playmaker who can fish for hooks constantly without running dry on mana or cooldowns. He plays as a frontline-adjacent warden. You stand near your carry, threaten hooks to zone enemies off the wave, and look for grabs that drag someone out of position into your team. The lantern gives your team a safety net most supports cannot offer, letting allies play aggressive and still have a bail-out button. Mayhem accelerates his hook pattern. Faster ability cycles mean Death Sentence comes up often enough to spam, miss, and still have another chance shortly after. The lantern becomes a repeated repositioning tool rather than a long-cooldown emergency button. Flay's knockback is available frequently enough to disrupt dashes and channels on reaction, making him much harder to dive. His signature pattern is simple: land a hook, pull twice, then Flay the target sideways or backward into your team. If the fight turns, drop the lantern for a threatened ally. The Box creates a zone that punishes enemies trying to chase or escape, slowing anyone who touches a wall. In Mayhem, the lower cooldowns and higher resource regeneration let you cycle this entire sequence multiple times in one extended fight. View champion guide

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.

Brand Brand Brand T1
Tier
T1
Rank
#5
Win Rate
54.19%
Pick Rate
1.21%

Brand is a ranged damage mage who wins fights by setting enemies up, lighting them on fire, and punishing anyone who stays grouped. He is easy to understand: land spells on clustered targets, follow up when they are already burning, and let the damage spread through the fight. In ARAM: Mayhem, Brand feels especially dangerous because teams collide often and the lane gives enemies fewer safe angles to dodge. His job is not to be the first one in. Stay behind your frontline, throw spells into choke points, and punish dives with quick burst when enemies commit too hard. Mayhem’s faster pace makes Brand less about slow poke and more about clean fight timing. If enemies stack together, he can take over a skirmish. If they spread out, dodge, or force him before he casts, he becomes much easier to kill. Play patient, aim at crowds, and turn every messy fight into a burn zone. View champion guide

Rumble Rumble Rumble T1
Tier
T1
Rank
#10
Win Rate
53.12%
Pick Rate
0.45%

Rumble is a short-range AP bruiser who wins fights by turning narrow space into a danger zone. He wants to walk forward with heat built up, burn through clustered enemies, then drop The Equalizer across their escape path so they have to choose between taking damage or giving up position. In ARAM: Mayhem, Rumble feels more direct than on a wide map. There is less room to dodge his zone control, more frequent clumped fights, and more chances to punish teams that stand in the same lane line. The tradeoff is simple: if he spends his heat badly or walks in before the enemy crowd control is used, he gets punished fast. Play him as a fight-starter and space-denier, not a backline mage. View champion guide

Hwei Hwei Hwei T1
Tier
T1
Rank
#20
Win Rate
52.57%
Pick Rate
0.66%

Hwei is a long-range mage who wins fights by choosing the right spell for the moment: poke before the engage, area control when enemies walk in, and burst when someone is already trapped or low. He is not a simple button-masher. His strength comes from reading the fight early and painting the ground where enemies want to move next. In ARAM: Mayhem, Hwei has more targets, more chaos, and less time to think. That helps his wide-area damage and zoning, but it also punishes slow decisions hard. Play him as a backline controller: soften teams before they commit, block narrow paths during engages, then follow allied crowd control with your highest-impact combo. Augments can push him toward heavier poke, safer control, or burst cleanup, but the core stays the same: stay alive, cast first, and make the enemy fight inside your canvas. View champion guide

Karthus Karthus Karthus T2
Tier
T2
Rank
#54
Win Rate
51.96%
Pick Rate
0.82%

Karthus is a long-range magic damage mage who turns messy fights into guaranteed pressure. His core pattern is simple: poke with repeated spells, control space with his zone, and keep dealing damage even after he dies. He is not picked to dodge every threat; he is picked to make every engage expensive. In ARAM: Mayhem, Karthus gets more chances to fight constantly, so his value comes from positioning near the action without wasting his death. Walk up when your team can follow, punish enemies grouped in the lane, and use your global ultimate to finish low-health targets after a brawl. If you die too early with no teammates nearby, the enemy can simply wait out your damage and reset. View champion guide

Miss Fortune Miss Fortune Miss Fortune T3
Tier
T3
Rank
#97
Win Rate
49.69%
Pick Rate
1.26%

Miss Fortune is a straightforward marksman who wins fights by softening enemies with lane poke, then punishing grouped targets with a big channeled ultimate. She fits teams that can slow, root, stun, or zone enemies long enough for her damage to land, and she is easy to pick up because her best pattern is clear: hit from safety, keep moving, and fire when the enemy is forced to stand in a bad spot. In ARAM: Mayhem, fights break out faster and augments can make engages more explosive, so Miss Fortune has to be more careful with positioning than in a slower poke game. She is strongest when she plays behind her frontline, saves her channel for committed fights, and uses the narrow bridge to punish enemies who stack together. If assassins or divers are holding tools to interrupt her, she should bait those first, reposition, then ult after the punish window opens. View champion guide

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.

Brand Brand Brand T1
Tier
T1
Rank
#5
Win Rate
54.19%
Pick Rate
1.21%

Brand is a ranged damage mage who wins fights by setting enemies up, lighting them on fire, and punishing anyone who stays grouped. He is easy to understand: land spells on clustered targets, follow up when they are already burning, and let the damage spread through the fight. In ARAM: Mayhem, Brand feels especially dangerous because teams collide often and the lane gives enemies fewer safe angles to dodge. His job is not to be the first one in. Stay behind your frontline, throw spells into choke points, and punish dives with quick burst when enemies commit too hard. Mayhem’s faster pace makes Brand less about slow poke and more about clean fight timing. If enemies stack together, he can take over a skirmish. If they spread out, dodge, or force him before he casts, he becomes much easier to kill. Play patient, aim at crowds, and turn every messy fight into a burn zone. View champion guide

Zaahen Zaahen Zaahen T1
Tier
T1
Rank
#8
Win Rate
55.16%
Pick Rate
0.39%

Zaahen is a melee fighter built for direct skirmishes, not quiet poke wars. His job is to step into the brawl, threaten the enemy backline when an opening appears, and keep pressure high once both teams are forced to fight in close range. Play him like a committed bruiser: wait for a real engage, enter with your team, then chase down targets that have already spent their escape or crowd control. In ARAM: Mayhem, Zaahen benefits from the mode’s constant fighting, but the single lane also makes bad entries easier to punish. He has less room to flank, so patience matters. Durability and mobility-focused augments help him survive the first wave of damage, while damage-focused setups are better when your team already has reliable engage. If you go in alone, you get kited; if you follow a crowd control chain or Snowball hit, Zaahen can turn a messy fight into a cleanup. View champion guide

Rumble Rumble Rumble T1
Tier
T1
Rank
#10
Win Rate
53.12%
Pick Rate
0.45%

Rumble is a short-range AP bruiser who wins fights by turning narrow space into a danger zone. He wants to walk forward with heat built up, burn through clustered enemies, then drop The Equalizer across their escape path so they have to choose between taking damage or giving up position. In ARAM: Mayhem, Rumble feels more direct than on a wide map. There is less room to dodge his zone control, more frequent clumped fights, and more chances to punish teams that stand in the same lane line. The tradeoff is simple: if he spends his heat badly or walks in before the enemy crowd control is used, he gets punished fast. Play him as a fight-starter and space-denier, not a backline mage. View champion guide

Hwei Hwei Hwei T1
Tier
T1
Rank
#20
Win Rate
52.57%
Pick Rate
0.66%

Hwei is a long-range mage who wins fights by choosing the right spell for the moment: poke before the engage, area control when enemies walk in, and burst when someone is already trapped or low. He is not a simple button-masher. His strength comes from reading the fight early and painting the ground where enemies want to move next. In ARAM: Mayhem, Hwei has more targets, more chaos, and less time to think. That helps his wide-area damage and zoning, but it also punishes slow decisions hard. Play him as a backline controller: soften teams before they commit, block narrow paths during engages, then follow allied crowd control with your highest-impact combo. Augments can push him toward heavier poke, safer control, or burst cleanup, but the core stays the same: stay alive, cast first, and make the enemy fight inside your canvas. View champion guide

Janna Janna Janna T2
Tier
T2
Rank
#25
Win Rate
51.90%
Pick Rate
0.45%

Janna is a defensive enchanter who wins fights by denying the enemy’s engage, shielding the right carry, and turning messy brawls into clean retreats or re-engages. Her signature pattern is simple: stay just behind the frontline, interrupt dives with wind control, then use her healing and disengage to reset the fight when opponents overcommit.In ARAM: Mayhem, Janna is less about sitting back forever and more about reacting fast in constant skirmishes. The single-lane pressure gives her plenty of chances to punish predictable dashes, protect low-health allies, and save teammates from bad trades. She is entry-level friendly if you focus on one job first: keep your damage dealers alive, and only step forward when your team can immediately punish. View champion guide

Viktor Viktor Viktor T1
Tier
T1
Rank
#41
Win Rate
54.17%
Pick Rate
0.56%

Viktor is a scaling control mage who wins fights by shaping space before the enemy can fully commit. He pokes from range, punishes clumped targets, and turns narrow lanes into bad trades with his area control. Play him as a backline damage dealer: soften the frontline, hold key zones when divers step in, then follow with burst once someone is forced to stand in the wrong place. In ARAM: Mayhem, Viktor gets more chances to hit grouped enemies, but he also gets punished harder when he is caught without room to kite. Augments can push him toward heavier poke, faster fight tempo, or stronger teamfight control, so his best games come from picking the angle your comp needs. If your team has engage, save damage for the locked target. If your team lacks frontline, play slower, clear waves, and make enemies walk through your threat before they can reach you. View champion guide

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

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Fight IdentityActs 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 UsageOften 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 PriorityMax 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 SpacingUsually 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 ThresholdsA 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

Overview

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

Text-heavy module

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.

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Playstyle Guide

Playstyle / Team structure

Play guide

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.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

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.

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Champion Background

Lore / Identity / Text block

Background copy

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.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

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.

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FAQ

Zaahen

FAQ

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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