ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T3 Rank #86

Talon ARAM Mayhem Build & Best Augments

Talon role and playstyle: baseline role is ARAM champion, with a core identity built around burst damage. 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: Execution varies by matchup, but positioning and cooldown discipline remain important. 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.

Talon Talon the Blade's Shadow Mage / Assassin
TierT3
Rank#86
Win Rate49.81%
Pick Rate0.44%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

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

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

Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

Win Rate51.06%
Pick Rate12.60%
#2
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

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

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

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Win Rate48.07%
Pick Rate7.36%
#3
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

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

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

Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

Win Rate46.82%
Pick Rate4.76%

Situational itemstop 12

Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

49.57%
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

48.23%
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

50.97%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

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

48.94%
Serylda's Grudge Serylda's Grudge Serylda's Grudge
Total Price
3,000
Price
500

+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.

50.05%
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.

46.91%
Edge of Night Edge of Night Edge of Night
Total Price
3,000
Price
850

+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.

50.63%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

47.26%
Youmuu's Ghostblade Youmuu's Ghostblade Youmuu's Ghostblade
Total Price
2,800
Price
675

+55 Attack Damage 18 Lethality +4% Move Speed Haunt Gain Move Speed while out of combat. Wraith Step Gain Move Speed and Ghosting for seconds.

49.95%
Profane Hydra Profane Hydra Profane Hydra
Total Price
2,850
Price
313

+55 Attack Damage 18 Lethality +10 Ability Haste Cleave Attacks deal physical damage to nearby enemies. Heretical Cleave Deal physical damage around you.

49.21%
Serpent's Fang Serpent's Fang Serpent's Fang
Total Price
2,500
Price
625

+55 Attack Damage 15 Lethality Shield Reaver Damaging an enemy champion reduces Shields they gain by % for 3 seconds. If they were not already affected by Shield Reaver, reduce Shields on them by %.

46.68%
Manamune Manamune Manamune
Total Price
2,900
Price
1,100

+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.

51.15%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

49.28%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

49.28%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

47.68%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

47.68%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

49.45%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

49.45%

Core items

#1
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

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

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

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Win Rate38.89%
Pick Rate27.24%
#2
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

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

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

Win Rate46.28%
Pick Rate7.04%
#3
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

Win Rate45.54%
Pick Rate6.52%

Situational itemstop 12

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

41.28%
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

41.32%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

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

39.90%
Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

42.87%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

43.01%
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.

43.17%
Serylda's Grudge Serylda's Grudge Serylda's Grudge
Total Price
3,000
Price
500

+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.

40.93%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.

47.17%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.

34.94%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

44.72%
Edge of Night Edge of Night Edge of Night
Total Price
3,000
Price
850

+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.

41.79%
Youmuu's Ghostblade Youmuu's Ghostblade Youmuu's Ghostblade
Total Price
2,800
Price
675

+55 Attack Damage 18 Lethality +4% Move Speed Haunt Gain Move Speed while out of combat. Wraith Step Gain Move Speed and Ghosting for seconds.

41.84%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

42.19%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

42.19%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

34.75%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

34.75%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

41.60%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

41.60%

Core items

#1
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.

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 Rate46.92%
Pick Rate8.41%
#2
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.

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.

Black Cleaver Black Cleaver Black Cleaver
Total Price
3,000
Price
225

+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.

Win Rate45.05%
Pick Rate6.36%
#3
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.

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

Win Rate46.65%
Pick Rate4.09%

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.

45.66%
Black Cleaver Black Cleaver Black Cleaver
Total Price
3,000
Price
225

+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.

42.06%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

44.29%
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.

46.23%
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.

49.23%
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

49.29%
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%.

53.18%
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.

52.40%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

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

39.23%
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).

40.90%
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

43.25%
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.

53.55%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

39.12%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

39.12%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

50.09%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

50.09%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

44.05%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

44.05%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
58.90%
Pick Rate
10.18%
Games
1,326

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
PrismaticT158.90%10.18%1,326
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
55.93%
Pick Rate
6.67%
Games
869

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

View augment details
PrismaticT155.93%6.67%869
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.38%
Pick Rate
6.71%
Games
874

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
PrismaticT155.38%6.71%874
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
55.19%
Pick Rate
5.77%
Games
752

Convert all of your ability power into bonus attack damage at a rate of 1 bonus attack damage per 1. 66 ability power . Additionally, increase your total attack damage by 15% .

View augment details
SilverT155.19%5.77%752
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
54.26%
Pick Rate
7.92%
Games
1,032

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

View augment details
GoldT154.26%7.92%1,032
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
52.42%
Pick Rate
8.08%
Games
1,053

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
SilverT152.42%8.08%1,053
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
52.39%
Pick Rate
7.08%
Games
922

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
GoldT152.39%7.08%922
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
51.80%
Pick Rate
7.47%
Games
973

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

View augment details
SilverT151.80%7.47%973
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
51.17%
Pick Rate
7.53%
Games
981

Gain 15% omnivamp .

View augment details
SilverT151.17%7.53%981
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
51.13%
Pick Rate
23.00%
Games
2,996

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
GoldT151.13%23.00%2,996
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
50.62%
Pick Rate
12.39%
Games
1,614

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
SilverT150.62%12.39%1,614
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
50.60%
Pick Rate
11.54%
Games
1,504

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

View augment details
GoldT150.60%11.54%1,504
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
50.43%
Pick Rate
14.18%
Games
1,848

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
GoldT150.43%14.18%1,848
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
49.55%
Pick Rate
15.47%
Games
2,016

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
GoldT149.55%15.47%2,016
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.47%
Pick Rate
9.33%
Games
1,215

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

View augment details
PrismaticT149.47%9.33%1,215
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
49.30%
Pick Rate
12.05%
Games
1,570

Grants 18% armor penetration and magic penetration .

View augment details
GoldT149.30%12.05%1,570
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
49.07%
Pick Rate
9.06%
Games
1,180

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

View augment details
SilverT149.07%9.06%1,180
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
48.66%
Pick Rate
5.46%
Games
711

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

View augment details
SilverT148.66%5.46%711
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
47.20%
Pick Rate
5.35%
Games
697

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

View augment details
GoldT147.20%5.35%697
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
47.02%
Pick Rate
21.75%
Games
2,833

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
GoldT147.02%21.75%2,833
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
46.46%
Pick Rate
4.87%
Games
635

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

View augment details
SilverT146.46%4.87%635
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
46.12%
Pick Rate
4.94%
Games
644

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
GoldT146.12%4.94%644
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
58.42%
Pick Rate
3.01%
Games
392

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

View augment details
PrismaticT258.42%3.01%392
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
55.40%
Pick Rate
3.20%
Games
417

Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration

View augment details
GoldT255.40%3.20%417
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
55.06%
Pick Rate
3.42%
Games
445

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
SilverT255.06%3.42%445
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
54.56%
Pick Rate
4.12%
Games
537

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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GoldT254.56%4.12%537
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
54.21%
Pick Rate
4.11%
Games
535

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

View augment details
GoldT254.21%4.11%535
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
54.19%
Pick Rate
2.56%
Games
334

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
SilverT254.19%2.56%334
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
54.02%
Pick Rate
4.39%
Games
572

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

View augment details
SilverT254.02%4.39%572
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.87%
Pick Rate
2.28%
Games
297

Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds.

View augment details
PrismaticT253.87%2.28%297
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
53.72%
Pick Rate
3.62%
Games
471

Increases attack damage by 20% .

View augment details
SilverT253.72%3.62%471
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.19%
Pick Rate
1.80%
Games
235

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

View augment details
PrismaticT253.19%1.80%235
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
53.11%
Pick Rate
2.10%
Games
273

Gain 2 Stat Anvils .

View augment details
SilverT253.11%2.10%273
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
52.52%
Pick Rate
2.89%
Games
377

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT252.52%2.89%377
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
52.20%
Pick Rate
2.79%
Games
364

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
GoldT252.20%2.79%364
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
52.05%
Pick Rate
3.19%
Games
415

Gain 1750 upon acquiring this augment.

View augment details
GoldT252.05%3.19%415
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
51.53%
Pick Rate
2.26%
Games
295

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
SilverT251.53%2.26%295
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.38%
Pick Rate
2.49%
Games
325

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
PrismaticT251.38%2.49%325
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
51.02%
Pick Rate
3.01%
Games
392

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
GoldT251.02%3.01%392
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.53%
Pick Rate
3.63%
Games
473

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
PrismaticT250.53%3.63%473
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
50.00%
Pick Rate
2.99%
Games
390

Grants 50% critical strike chance .

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GoldT250.00%2.99%390
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.65%
Pick Rate
2.21%
Games
288

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
PrismaticT249.65%2.21%288
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
49.45%
Pick Rate
3.46%
Games
451

Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health .

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SilverT249.45%3.46%451
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
48.78%
Pick Rate
1.89%
Games
246

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

View augment details
GoldT248.78%1.89%246
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
48.70%
Pick Rate
2.66%
Games
347

Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
GoldT248.70%2.66%347
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.43%
Pick Rate
2.69%
Games
351

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

View augment details
PrismaticT248.43%2.69%351
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
48.05%
Pick Rate
3.15%
Games
410

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
GoldT248.05%3.15%410
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
47.75%
Pick Rate
2.56%
Games
333

Grants 60 ability haste .

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GoldT247.75%2.56%333
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
47.49%
Pick Rate
3.05%
Games
398

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

View augment details
GoldT247.49%3.05%398
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
47.20%
Pick Rate
2.47%
Games
322

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

View augment details
SilverT247.20%2.47%322
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
46.25%
Pick Rate
1.94%
Games
253

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

View augment details
GoldT246.25%1.94%253
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
45.97%
Pick Rate
1.90%
Games
248

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
GoldT245.97%1.90%248
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
45.86%
Pick Rate
3.98%
Games
519

Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal).

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GoldT245.86%3.98%519
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
45.57%
Pick Rate
2.43%
Games
316

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

View augment details
PrismaticT245.57%2.43%316
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
45.56%
Pick Rate
1.90%
Games
248

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

View augment details
PrismaticT245.56%1.90%248
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.45%
Pick Rate
2.28%
Games
297

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
PrismaticT245.45%2.28%297
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.12%
Pick Rate
3.15%
Games
410

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT245.12%3.15%410
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
45.07%
Pick Rate
2.33%
Games
304

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

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GoldT245.07%2.33%304
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
43.64%
Pick Rate
2.11%
Games
275

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

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GoldT243.64%2.11%275
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
40.38%
Pick Rate
2.43%
Games
317

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
SilverT240.38%2.43%317
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
57.37%
Pick Rate
1.46%
Games
190

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

View augment details
PrismaticT357.37%1.46%190
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
56.70%
Pick Rate
1.49%
Games
194

Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot.

View augment details
PrismaticT356.70%1.49%194
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.92%
Pick Rate
1.57%
Games
204

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
PrismaticT353.92%1.57%204
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
53.05%
Pick Rate
1.63%
Games
213

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
GoldT353.05%1.63%213
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.23%
Pick Rate
1.72%
Games
224

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).

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PrismaticT352.23%1.72%224
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
52.23%
Pick Rate
1.21%
Games
157

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
GoldT352.23%1.21%157
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.00%
Pick Rate
1.54%
Games
200

Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields .

View augment details
PrismaticT352.00%1.54%200
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
51.55%
Pick Rate
1.49%
Games
194

Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds.

View augment details
SilverT351.55%1.49%194
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
51.46%
Pick Rate
1.31%
Games
171

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
SilverT351.46%1.31%171
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.43%
Pick Rate
0.81%
Games
105

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
PrismaticT351.43%0.81%105
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.20%
Pick Rate
0.96%
Games
125

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
PrismaticT351.20%0.96%125
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.98%
Pick Rate
0.78%
Games
102

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
PrismaticT350.98%0.78%102
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
50.68%
Pick Rate
1.12%
Games
146

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT350.68%1.12%146
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
50.36%
Pick Rate
1.07%
Games
139

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

View augment details
SilverT350.36%1.07%139
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
50.00%
Pick Rate
0.95%
Games
124

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

View augment details
GoldT350.00%0.95%124
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.84%
Pick Rate
0.99%
Games
129

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
PrismaticT348.84%0.99%129
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.60%
Pick Rate
0.82%
Games
107

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
PrismaticT348.60%0.82%107
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
48.30%
Pick Rate
1.35%
Games
176

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
GoldT348.30%1.35%176
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
47.89%
Pick Rate
1.09%
Games
142

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
SilverT347.89%1.09%142
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
47.73%
Pick Rate
1.35%
Games
176

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

View augment details
GoldT347.73%1.35%176
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
46.01%
Pick Rate
1.63%
Games
213

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
GoldT346.01%1.63%213
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
45.33%
Pick Rate
1.64%
Games
214

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

View augment details
PrismaticT345.33%1.64%214
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
44.92%
Pick Rate
0.91%
Games
118

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

View augment details
GoldT344.92%0.91%118
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
44.69%
Pick Rate
1.37%
Games
179

Your ability hits against champions apply a Burn for 3 seconds that deals [ 2 – 20 (based on level) (+ 4. 6 % bonus AD) (+ 2% AP) bonus magic damage per second] (1 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. Additionally, all of your Burn effects reduce the cooldowns of all your basic abilities by 0. 08 seconds for each tick of damage they deal to a target.

View augment details
PrismaticT344.69%1.37%179
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
44.50%
Pick Rate
1.54%
Games
200

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
GoldT344.50%1.54%200
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
43.32%
Pick Rate
1.44%
Games
187

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT343.32%1.44%187
Earthwake Earthwake Earthwake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.05%
Pick Rate
1.16%
Games
151

Dashing or blinking causes you to leave behind a trail from the location you moved to your destination that detonates after 0. 75 seconds in a 300 radius, dealing 70 – 210 (based on level) (+ 125% bonus AD) (+ 60% AP) physical damage per explosion to enemies hit, reduced to 70% against minions . Enemies can be affected only once every second from all cast instances , and the effect is not triggered if you move beyond 2000 units with the dash or blink. This augment is only offered to up to 2 players on each team for a given game.

View augment details
PrismaticT343.05%1.16%151
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
43.05%
Pick Rate
1.16%
Games
151

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT343.05%1.16%151
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
42.58%
Pick Rate
1.19%
Games
155

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
GoldT342.58%1.19%155
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
39.74%
Pick Rate
1.20%
Games
156

You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal pre-mitigation.

View augment details
PrismaticT339.74%1.20%156
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
39.57%
Pick Rate
1.44%
Games
187

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

View augment details
GoldT339.57%1.44%187
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
35.34%
Pick Rate
1.02%
Games
133

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
PrismaticT335.34%1.02%133
Stuck in Here With Me Stuck in Here With Me Stuck in Here With Me Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
56.00%
Pick Rate
0.58%
Games
75

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
PrismaticT456.00%0.58%75
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
52.69%
Pick Rate
0.71%
Games
93

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
GoldT452.69%0.71%93
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
50.98%
Pick Rate
0.39%
Games
51

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
SilverT450.98%0.39%51
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.62%
Pick Rate
0.62%
Games
81

Grants 3 random Dragon Souls .

View augment details
PrismaticT450.62%0.62%81
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.60%
Pick Rate
0.64%
Games
83

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
PrismaticT450.60%0.64%83
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
49.47%
Pick Rate
0.73%
Games
95

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

View augment details
SilverT449.47%0.73%95
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
49.25%
Pick Rate
0.51%
Games
67

Deal 1% increased damage per 10 movement speed you have more than the target.

View augment details
SilverT449.25%0.51%67
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
49.02%
Pick Rate
0.39%
Games
51

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

View augment details
SilverT449.02%0.39%51
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
48.42%
Pick Rate
0.73%
Games
95

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
GoldT448.42%0.73%95
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
47.78%
Pick Rate
0.69%
Games
90

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

View augment details
SilverT447.78%0.69%90
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
47.67%
Pick Rate
0.66%
Games
86

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

View augment details
GoldT447.67%0.66%86
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
47.37%
Pick Rate
0.73%
Games
95

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT447.37%0.73%95
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.25%
Pick Rate
0.61%
Games
80

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
PrismaticT446.25%0.61%80
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
46.15%
Pick Rate
0.40%
Games
52

Basic attacks on-hit reduce the target's damage dealt by 15% for 3 seconds, refreshing with each hit. Their size is also reduced significantly for the duration.

View augment details
GoldT446.15%0.40%52
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
44.59%
Pick Rate
0.57%
Games
74

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
GoldT444.59%0.57%74
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
43.40%
Pick Rate
0.41%
Games
53

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
GoldT443.40%0.41%53
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.94%
Pick Rate
0.48%
Games
62

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
PrismaticT441.94%0.48%62
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
41.33%
Pick Rate
0.58%
Games
75

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
GoldT441.33%0.58%75
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
41.18%
Pick Rate
0.39%
Games
51

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
PrismaticT441.18%0.39%51
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
39.60%
Pick Rate
0.78%
Games
101

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT439.60%0.78%101
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
39.22%
Pick Rate
0.39%
Games
51

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
SilverT439.22%0.39%51
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
34.94%
Pick Rate
0.64%
Games
83

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
GoldT434.94%0.64%83
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
34.92%
Pick Rate
0.48%
Games
63

Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application.

View augment details
GoldT434.92%0.48%63
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
31.25%
Pick Rate
0.49%
Games
64

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
SilverT431.25%0.49%64

Talon Skill Combos

Extracted from the skill order guide

Skill Order
RWQE

Normal order: R > W > Q > E.

RQWE

Q-Max Augments: R > Q > W > E

RWQE

Max W first, max Q second, and leave E for last unless your augment setup gives it real combat value.

Talon Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Talon counters these champions in ARAM: Mayhem.

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

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

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

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

Jhin Jhin Jhin T4
Tier
T4
Rank
#124
Win Rate
47.86%
Pick Rate
1.21%

Jhin the Virtuoso Jhin is a slow, methodical marksman who turns every fourth shot into a critical strike. He does not attack fast. He attacks once, reloads, and makes that shot count. In ARAM: Mayhem, that rhythm stays the same, but the damage numbers and ability haste make him far more dangerous. You are not kiting constantly. You are setting up kills with W, trapping the lane with E, and finishing low-health enemies from across the map with your ultimate. His role is artillery and execution. You stay at the edge of fights, root targets for your team, and use R to snipe anyone who tries to escape. The Mayhem environment favors his long-range tools. Abilities come up faster, so your root and trap uptime improves significantly. You still reload after four shots, but the downtime matters less when your W and E are ready again. What changes here is how often you can influence the fight without auto-attacking. In normal ARAM, Jhin struggles when teams dive him or when he cannot set up traps in advance. Mayhem's pacing lets you throw traps mid-fight more often and root fleeing enemies before they reach cover. You still need protection from assassins and divers, but your ability to punish mistakes from range goes up. Play for the fourth shot, land your W on rooted or slowed targets, and save R for the moment enemies drop below half health. View champion guide

Kog'Maw Kog'Maw Kog'Maw T2
Tier
T2
Rank
#72
Win Rate
51.01%
Pick Rate
0.61%

Kog'Maw is a backline damage dealer who wins by staying alive long enough to melt everything in front of him. He is picked as a scaling marksman or poke carry, depending on build and augments, with a simple job: hit safely, punish enemies who walk too far forward, and turn extended fights into a damage check they cannot pass. His signature pattern is spacing around his empowered attacks and long-range artillery. In ARAM: Mayhem, fights start faster and threats reach him more often, so Kog'Maw needs protection, clean positioning, and smart augment choices more than ever. If your team can buy him a few seconds, he becomes a brutal front-to-back carry; if he gets rushed without peel, he can disappear before his damage matters. View champion guide

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

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

Read counter details

Countered By

6

Talon is countered by these champions in ARAM: Mayhem.

Lissandra Lissandra Lissandra T4
Tier
T4
Rank
#109
Win Rate
48.19%
Pick Rate
0.48%

Lissandra the Ice Witch Lissandra is a battle-mage who controls space through crowd control and zone denial. She excels at engaging, locking down priority targets, and turning her own body into a frozen trap. In ARAM: Mayhem, she becomes a relentless initiator who can start fights on her terms almost every few seconds. Core Identity She is the queen of "jump on you and die slowly." Lissandra wants to blink into the enemy team, stun someone, and survive long enough to do it again. Her kit rewards aggression over patience. You exist to start fights, not to poke from the back. Role in Mayhem Primary Engage: Your Claw dash lets you close distance instantly. In Mayhem's chaotic environment, you can reach backliners before they react. Counter-Dive Tool: Self-cast ultimate makes you unkillable for a window while damaging everyone around you. Assassins who jump in often trade their lives for nothing. Zone Control: The slow field from your passive and abilities creates dangerous ground. Enemies either walk through it and get caught, or sidestep and lose positioning. Signature Pattern Cast Claw to start moving. Mid-flight, queue your Ring. Land, root the target, and immediately ult either them or yourself depending on who else is nearby. If you're getting collapsed on, self-ult and let your team clean up. If you caught a squishy alone, ult them and watch them die in place. What Changes in Mayhem Ability haste and reduced cooldowns transform Lissandra from a one-and-done engager into a repeatable threat. In standard ARAM, you wait for the perfect moment because your cooldowns are long. Here, you can afford to test engages. Missed Claw? It's back soon. Wasted ult? You'll have it again before the next major fight. Snowball becomes even more flexible. You can Snowball in, save Claw for repositioning, or use Claw first and keep Snowball as a backup escape. The faster pace means enemies group tighter, which makes your area-of-effect damage and crowd control more valuable. 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

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

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

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

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

Alistar Alistar Alistar T3
Tier
T3
Rank
#87
Win Rate
49.65%
Pick Rate
0.65%

Alistar is a frontline engage tank who wins fights by forcing the enemy to stand where they do not want to be. His signature pattern is simple: go in, knock targets up, shove a priority enemy into danger, then soak the return damage while his team follows. He is easy to understand, but the timing matters. If you commit before allies are in range, you just donate your health bar. In ARAM: Mayhem, Alistar plays faster and more aggressively than a standard tank because fights break out constantly and augments can push him toward harder engage, better durability, or more disruptive peel. Look for clumped enemies, punish carries who step past their frontline, and use Snowball-style access when available to start from angles they cannot comfortably dodge. When your team is behind, shift from hard engage to bodyguard duty: interrupt divers, peel for your main damage dealer, and only re-engage after the enemy spends key crowd control. View champion guide

Read counter details

Talon Team Comp Highlights

Partner patterns extracted from the team comp guide

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

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

Amumu

Amumu gives Talon the thing he values most: grouped crowd control that makes enemies stand still instead of kiting backward. Talon can wait off-angle while Amumu threatens the front line, then enter when the enemy backline is either caught or forced to bunch up.

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

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

Orianna

Orianna adds control, protection, and follow-up damage around Talon’s entry. She can help him survive the first counterhit, and her zone control makes enemies hesitate when Talon threatens from fog or brush.

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

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

Lulu

Lulu turns Talon’s risky dive into a more reliable execution pattern. Shields, speed, and emergency protection let him take angles that would normally be too thin, especially against teams waiting to burst him the moment he appears.

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

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

Sejuani

Sejuani gives Talon a durable front line and a clear target to collapse on. Her engage and lockdown punish enemies who step past their minion wave, and her presence lets Talon wait for a better angle instead of being the first body in.

Seraphine Seraphine Seraphine T1
Tier
T1
Rank
#2
Win Rate
56.33%
Pick Rate
0.94%

Seraphine Seraphine is a backline mage-support who wins fights by stacking pressure, not by forcing one clean burst. She likes long trades, grouped enemies, and teammates who can follow up on her setup. If you play her well, you keep people at arm’s length, soften them up, and turn one good hit into a wider fight win. Her pattern is simple: stay safe, tag multiple targets, and use her crowd control and healing to keep your team moving. In ARAM: Mayhem, that plan gets even better because the fights are constant and everyone is packed together, so her teamfight value shows up fast. The flip side is that she is still vulnerable if enemies reach her first, so spacing and timing matter more than greed. View champion guide

Seraphine

Seraphine gives Talon wave stability, sustain pressure, and long-range fight setup. She softens enemies before Talon commits and can turn narrow ARAM lanes into dangerous zones where dodging Talon means walking into her crowd control or damage.

Seraphine Seraphine Seraphine T1
Tier
T1
Rank
#2
Win Rate
56.33%
Pick Rate
0.94%

Seraphine Seraphine is a backline mage-support who wins fights by stacking pressure, not by forcing one clean burst. She likes long trades, grouped enemies, and teammates who can follow up on her setup. If you play her well, you keep people at arm’s length, soften them up, and turn one good hit into a wider fight win. Her pattern is simple: stay safe, tag multiple targets, and use her crowd control and healing to keep your team moving. In ARAM: Mayhem, that plan gets even better because the fights are constant and everyone is packed together, so her teamfight value shows up fast. The flip side is that she is still vulnerable if enemies reach her first, so spacing and timing matter more than greed. View champion guide

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

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

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

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

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

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

Talon Talon Talon T3
Tier
T3
Rank
#86
Win Rate
49.81%
Pick Rate
0.44%

Talon the Blade's Shadow Talon is a physical burst assassin who wants to appear from an angle, kill a fragile target fast, and leave before the enemy team can lock him down. His signature pattern is simple: look for a softened carry, enter from fog or terrain, dump damage in a short window, then use his mobility and stealth timing to escape or reposition. In ARAM: Mayhem, Talon plays more like a high-speed pick threat than a slow flanker. Fights start often, targets are usually grouped, and random power spikes can make both his burst and his risk much sharper. He is easy to understand but punishing to mistime: go in after key crowd control is used, not when the whole enemy team is still waiting to peel. 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

Synergy mechanism: Amumu gives Talon the thing he values most: grouped crowd control that makes enemies stand still instead of kiting backward. Talon can wait off-angle while Amumu threatens the front line, then enter when the enemy backline is either caught or forced to bunch up. Combo: Amumu starts with a clean engage or punishes an enemy stepping too far forward. Talon follows from the side, drops his damage onto the trapped carry, then uses his stealth and movement to leave before the enemy team can collapse on him. If Amumu only tags a tank, Talon should not instantly dive; wait for the enemy marksman or mage to walk in to help. Best scenario: This pairing is strongest when the enemy team has immobile carries hiding behind one bruiser or tank. Amumu forces the line to break, and Talon punishes anyone who cannot immediately dash away. It is also excellent in brush-heavy standoffs where Amumu can threaten first contact and Talon can hold a flank angle. Enemy answer: Good opponents spread out, save disengage for Talon instead of Amumu, and mark the side brush so Talon cannot enter unseen. They may also let the tank absorb Amumu’s first move, then turn on Talon when he overcommits. Failure risk and recovery: The biggest risk is double-committing into a missed engage. If Amumu whiffs or catches only a low-value target, Talon should clear the wave, reset his angle, and wait for the next forced movement. Do not turn a failed engage into a desperate 1-for-1 unless the enemy carry is already low enough to die fast. 2. Orianna Synergy mechanism: Orianna adds control, protection, and follow-up damage around Talon’s entry. She can help him survive the first counterhit, and her zone control makes enemies hesitate when Talon threatens from fog or brush. Combo: Talon positions on a flank while Orianna keeps the wave and choke controlled. When an enemy carry steps forward, Talon dives the target and Orianna layers her damage or pull into the same area. If the enemy turns on Talon, Orianna’s shield and speed support can buy enough time for him to finish the mark or retreat. Best scenario: This works best when the enemy team has strong poke but weak instant lockdown. Orianna holds the lane so Talon does not have to eat every skillshot just to farm or threaten. Once the poke team groups too tightly, the combo gives Talon a clean reason to go in rather than fishing alone. Enemy answer: Enemies should avoid standing in a straight clump and should track Talon’s flank before committing their own engage. If they can force Orianna to use her defensive tools early, Talon’s all-in becomes much easier to punish. Failure risk and recovery: If Talon enters before Orianna is in range, he gets isolated and dies with no second layer. Recovery is simple: play slower, let Orianna push the enemy off the wave, and only dive when her ball position or threat zone is already relevant. Talon should not demand follow-up from a teammate who is still clearing behind him. 3. Lulu Synergy mechanism: Lulu turns Talon’s risky dive into a more reliable execution pattern. Shields, speed, and emergency protection let him take angles that would normally be too thin, especially against teams waiting to burst him the moment he appears. Combo: Lulu supports Talon as he moves from side brush or after a Snowball connection. Talon commits onto the priority target, Lulu protects him during the enemy’s first reaction, and Talon either finishes the kill or backs out while the enemy wastes cooldowns on a target that did not die. Best scenario: Pick this pairing when Talon is the main backline threat and the rest of the team lacks hard engage. Lulu does not create the same explosive start as a tank, but she makes Talon’s second and third attempts much better. Into poke teams or fragile mage-heavy comps, that extra safety often means Talon can keep threatening instead of being forced to wait at low health. Enemy answer: The enemy should pressure Lulu first or bait her defensive tools with a fake engage. If Lulu spends protection on a frontliner, Talon’s next dive is much more punishable. Silence, polymorph-style control from the enemy side, knockbacks, and exhaust-like effects also make his burst timing awkward. Failure risk and recovery: The danger is becoming too confident and diving through five champions because Lulu is nearby. If the first attempt fails, Talon should retreat behind Lulu, let her help stabilize, and look for a re-entry only after enemy peel is down. Lulu can save a bad trade once; she cannot fix Talon repeatedly entering from the same visible angle. 4. Sejuani Synergy mechanism: Sejuani gives Talon a durable front line and a clear target to collapse on. Her engage and lockdown punish enemies who step past their minion wave, and her presence lets Talon wait for a better angle instead of being the first body in. Combo: Sejuani walks up to contest space and forces the enemy to respect her initiation. When she catches a carry or pins a bruiser away from the backline, Talon follows with burst onto the exposed target. If the enemy carry uses mobility early to dodge Sejuani, Talon can save his own commit until that escape is gone. Best scenario: This duo is strongest against teams with one key damage dealer and several champions that want to peel for them. Sejuani can absorb the first wave of damage, while Talon attacks from a different line and makes the carry choose between backing away from Sejuani or turning into Talon. Enemy answer: Enemies should kite backward in layers, not all at once. If everyone retreats in the same direction, Talon gets a clean chase path. They should also place durable champions between Talon and the carry, then punish him after his burst window ends. Failure risk and recovery: If Sejuani engages too deep without damage nearby, Talon may arrive late and find the enemy backline still untouched. If Talon dives too early, Sejuani may be forced to peel instead of start. Recovery comes from syncing on one target: either burst the locked enemy immediately or disengage and wait for the next front-to-back opening. 5. Seraphine Synergy mechanism: Seraphine gives Talon wave stability, sustain pressure, and long-range fight setup. She softens enemies before Talon commits and can turn narrow ARAM lanes into dangerous zones where dodging Talon means walking into her crowd control or damage. Combo: Seraphine pokes and controls the wave until an enemy carry is chipped or forced to stand near teammates. Talon hides his intent, then enters when Seraphine lands control or when the enemy burns movement to dodge her. After Talon bursts, Seraphine’s follow-up can either finish the target or protect the retreat. Best scenario: This pairing is great when Talon’s team would otherwise lose the poke war before fights start. Seraphine keeps the team healthy enough to wait for the correct engage, and her range makes enemies clump or backpedal. That creates the exact hesitation Talon needs. Enemy answer: The enemy should force hard engages onto Seraphine before Talon gets a flank, or spread wide enough that her setup does not hit multiple champions. If they hold point-and-click control for Talon and do not panic after taking poke, his entry becomes much less reliable. Failure risk and recovery: The risk is playing too slowly until Talon has no angle and Seraphine is out of space. If the enemy keeps walking forward, Talon should threaten from brush to stop the advance rather than waiting behind the wave. If a dive fails, fall back through Seraphine’s zone instead of running sideways into the enemy’s chase path.

What Talon needs most: one dependable engage or catch tool, one source of protection or speed, and enough wave control that he can leave the minion line without his team getting crushed. He also needs teammates who understand target discipline. If the team burns everything into a tank while the enemy carry still has escape and peel, Talon’s job becomes much harder. The best Talon comps make the enemy choose badly: clump and get controlled, split and expose a carry, or chase Talon and walk into his team’s follow-up.

Talon ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Fight TempoTalon waits patiently behind frontline, uses Rake to soften targets, and commits only when carries are low or crowd control is spent.Fights break open faster, requiring Talon to play as a repeated skirmish finisher who enters, tests defenses, and re-enters when the next target exposes.Do not wait for perfect kills; manufacture pressure and re-enter fights when enemy tools are down.
Ultimate UsageShadow Assault is often saved to finish one priority target, committing fully to a single all-in assassination attempt.Ultimate gains value for dodging peel, repositioning through chaos, or delaying enemy targeting, not just dealing damage.Use Shadow Assault to survive the first punish window; a dead Talon saves nothing.
Snowball DisciplineSnowball is Talon's best honest engage tool, used to reach squishy targets when a good moment appears.Snowball becomes more dangerous since augments change durability and counter-burst; recast only when target is separated and control is spent.Treat landed Snowball as an option, not an order; bad recasts lose fights instantly.
Target SelectionTalon acts as a backline punisher, watching for overextended marksmen or mages and diving after allies start the fight.The correct target is whoever cannot answer your damage, often forcing peel tools on bruisers first before cutting back to carries.Attack the champion with no answer right now, not always the fed carry.
Augment AdaptationTalon follows a fairly fixed lethality plan since his limits are clear: access, no peel, and enough burst to escape.Augments bend limits, requiring choices around actual enemy answers: access against crowd control, damage against shields, or re-entry tools for longer fights.Build around the problem in front of you; do not chase augment fantasies.

Champion Analysis

Role / Current performance

Overview

Talon the Blade's Shadow stands as one of League of Legends' most explosive assassin champions, renowned for his extreme single-target burst and wall-climbing ability. In ARAM: Mayhem, Talon's exceptional engage capability and wall-passive mechanic make him a formidable melee assassin, particularly skilled at eliminating squishy backline targets during teamfights. Talon functions as a melee assassin in ARAM, with his core advantage being Q, "Noxian Diplomacy," which provides dash and bonus damage and serves as the primary damage tool. W, "Rake," provides AoE damage and slow. E, "Assassin's Path," allows wall-climbing and serves as the core engage tool in ARAM. R, "Shadow Assault," releases a ring of blades that damages nearby enemies and grants invisibility. Talon's E wall climb is the core engage tool in ARAM. Players should use walls and bushes on the ARAM map to E through terrain and approach the enemy backline. Talon's classic ARAM combo is Q into W into R. Q to dive the backline, W to slow, then R to release blades and go invisible, waiting for cooldowns before re-engaging. R grants invisibility, which is useful for retreating or waiting for ability cooldowns. Talon's strengths include flexible E wall-climbing, high Q burst, practical R invisibility, and W slow. His weaknesses are being fragile, reliant on engage, vulnerable to CC, and weaker in extended teamfights. These vulnerabilities mean Talon must carefully time his engages and avoid prolonged confrontations where his fragility becomes a liability. The invisibility from R provides a crucial survival tool that allows Talon to reset fights and wait for cooldowns rather than committing to unfavorable extended trades.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Talon wins Mayhem fights by choosing the moment, not by walking in first. Treat him like a cleanup assassin with a strong punish window: wait for shields, hard crowd control, and panic disengage tools to be used, then cut across the side of the fight and delete the carry who stepped too far forward. Starting fights straight down the middle of the lane gives enemies a clean angle to stun, exhaust, reveal, or burst you before your damage finishes. Start from fog, brush, or a side angle whenever possible. Talon is much scarier when enemies must turn their camera and skillshots sideways. Poke first with ranged blade poke to test spacing and soften a target before fully diving. If the first poke hits a squishy target who keeps walking forward, that is the signal to threaten an all-in. Enter after a key enemy spell is spent, such as a missed hook, a mage using their main root, an enchanter burning peel, or a marksman using mobility to chase. Do not dive the first visible low-health target if they stand under four teammates, as augment effects can make baiting very punishing. Let enemy divers come past your frontline, then hit their backline while they are busy. Talon does not always need to answer the tank or bruiser diving your carries. If an assassin jumps your carry, collapse only if the kill is guaranteed. Hold burst when enemies have defensive reactions ready such as Barrier-style shields, stasis effects, untargetability, heavy heals, and displacement peel. Plan the exit before going in. Talon is not a front-to-back brawler. If the path in is Snowball or a dash, the path out needs to be stealth, movement through terrain, or retreat toward your team. After a kill, do not automatically chase the next target. Check health bars and enemy cooldowns. Use stealth to change direction, not just run straight back. When trapped, trade your life for the highest-value target only if the fight continues after you die. Do not stand directly behind your tank, as Mayhem fights often stack damage in a straight line. Play just outside the main wave line, close enough to punish a carry walking up but far enough to dodge skillshots. Use minion waves as timing signals. When your wave is pushing, enemies step up to clear it, creating a window to threaten poke or Snowball. Avoid clumping with another melee champion before the fight starts. Target exposed carries without peel first. Marksmen, artillery mages, and damage supports are best when they step past their tank. Second choice is low-health enemies who still matter. Avoid opening on durable frontliners unless your team is already burning them down. Respect anti-assassin champions with point-and-click lockdown, instant knockback, heavy shields, or reveal-style control. Use Snowball as a threat before using it as a dash. Landing it on a squishy target can make them back away and break formation even without taking the second cast. Do not take Snowball into five ready enemies. Take it when the target is isolated, crowd controlled, or forced to run forward. Build fights around what your augments reward. Do not waste triggers on a tanky target at full health. If your augment rewards takedowns, play more patiently at the start. If your augment improves survivability, use it to extend one extra action, not to ignore danger. When behind, stop trading health for poke that does not threaten a kill. Play for cleanup, not hero engages. Protect your wave when you cannot threaten champions. Target enemies with no defensive backup, even if they are not the highest damage dealer.

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Playstyle Guide

Playstyle / Team structure

Play guide

Talon the Blade's Shadow must approach Mayhem fights with patience and precise timing rather than reckless aggression. In the early levels before level 6, Talon should position on the side of the wave rather than the middle, using brush, side walls, and minion edges to create angles without committing. He is highly punishable if he walks straight through minions into five champions, especially against teams with easy crowd control. Short trades are essential during this phase, tagging enemies who step up to last-hit or poke and backing out before the enemy team can turn. Talon should avoid forcing long fights into tanks and instead let teammates soften targets first. Early Snowball usage functions primarily as a threat tool rather than a commitment button. Talon should throw it at low-health carries, isolated enchanters, or enemies who have already used their dash. Hitting a full-health frontline champion usually warrants holding the activation unless the entire team is ready to collapse. A missed Snowball still has value if it forces an enemy carry to sidestep and lose pressure. When ahead early, Talon should threaten the backline from the side rather than diving tanks under turret. When behind, he should stop trying to solo start fights and instead wait for enemy mistakes. The mid game from levels 7 to 11 represents Talon's best window to take over fights. He should play from fog, brush, and side pockets, standing near but not stacked on his team. This is the phase to stop taking fair trades and instead seek unfair ones where targets have used mobility or are already weakened. Snowball can start real kills but only when the landing spot is favorable. Talon should mentally identify which enemy must die for his team to win the next fight, whether that is the marksman, a ranged mage, or an enchanter keeping enemies alive. Late game requires maximum patience due to punishing death timers. Talon cannot waste his entry on a tank while enemy carries free-hit. He should position out of direct vision but close enough for his team to follow if he commits. Health becomes a resource for the all-in rather than something to spend on low-value chip damage. Late Snowball usage decides games and requires checking three factors before activating: whether the team is in range, whether the target has used escape, and whether Talon can survive the first peel spell. Before each late fight, Talon must choose his role: assassinate the exposed carry, counter-kill the diver, or zone the backline while his team wins front-to-back. He performs best when entering with a clear purpose, killing quickly, and disappearing before the enemy can turn the fight into a brawl.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Talon the Blade's Shadow excels when he uses a lead to start fights rather than ending them. When ahead, he should commit with his fastest combo on enemies who are already marked by poke, separated from peel, or forced into vulnerable positions, then leave immediately after securing the kill. Diving into five healthy champions even while fed turns his shutdown into the enemy's comeback tool. Key ahead triggers include punishing enemy squishies who have burned mobility, cleanse, shields, or defensive spells, following up on allied crowd control rather than preempting it, and waiting for someone else to start the trade when enemies are grouped with instant answers ready. After securing a kill with spent damage tools, Talon should back out instead of chasing, resetting behind his frontline to wait for another low-health target. Converting kills into wave control after picks allows his team to pressure turrets, while attacking from side angles forces enemy carries into difficult decisions. Talon should let ranged teammates soften enemies first, entering when targets are already under pressure rather than taking free poke damage. He must respect bait targets, ignoring low-health tanks or bruisers who would require passing through enemy spells unless his team can instantly follow. Damage augments suit situations with fragile carries and limited peel, mobility or reset augments protect leads against slows and layered crowd control, durability augments matter when his shutdown is the enemy's main win condition, and teamfight utility augments help when his team has sufficient damage but lacks clean engagement. When behind, Talon shifts from solo deleting targets to creating uneven fights, requiring damaged enemies, wasted cooldowns, and allied follow-up. He should serve as the execution threat rather than the opener, waiting until targets are low enough for his burst to matter. Behind triggers include capitalizing on overextended enemy carries stepping forward to hit turrets or chase allies, moving around frontline enemies to threaten damage dealers, and giving space when his team is dead or too low to follow. Recovery involves farming safely when no kill angle exists, targeting champions who have already spent protection tools, using Snowball engage only when the landing spot is safe or lethal, and trading space for enemy cooldowns. Behind augment choices mirror ahead priorities but emphasize execution problems, escape options after failed attempts, surviving instant crowd control, and scaling when his team can stall. Critical mistakes to avoid include engaging under turret against enemies with full resources, chasing past where allies can help, splitting damage across multiple targets, and forcing desperate hero plays that ignore the numbers disadvantage.

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Champion Background

Lore / Identity / Text block

Background copy

Talon the Blade's Shadow is an assassin whose entire kill pattern revolves around stacking and triggering his passive bleed through coordinated ability usage. Unlike champions who can simply press abilities and retreat, Talon must land damaging spells first, then commit to a basic attack to cash out his damage. This creates a distinct rhythm in ARAM: Mayhem where crowded fights help him land multiple ability hits on clumped targets, but also make the finishing auto attack dangerous to execute. The passive is the payoff of most Talon combos, and failing to trigger it after spending abilities leaves him as a short-range melee champion standing near enemies with no clean exit. His W, Rake, serves as his most important lane tool, allowing him to farm safely, soften targets, check spacing, and create kill windows without instantly diving. The returning blades are especially valuable for stacking passive marks and applying a slow that makes follow-up attacks easier to land. Aim W where enemies are going rather than where they stand, and cast from angles when possible to force enemies into difficult positioning choices. Missing W is a major loss of poke, passive setup, wave pressure, and the slow that helps reach targets. Q, Noxian Diplomacy, functions as Talon's gap closer and single-target strike, putting him directly on his target. In the narrow ARAM: Mayhem lane, this is both an engage tool and a liability, as it places Talon exactly where enemies want to aim their retaliation. Use Q after a target is slowed, distracted, or missing key defensive tools. A wasted Q removes both clean engage and clean finish potential. His E, Assassin's Path, lets him vault over terrain for unexpected angles and repositioning. Its value depends heavily on available walls and lane geometry, making it crucial to plan terrain use before fights start rather than waiting until already slowed or surrounded. R, Shadow Assault, releases blades around Talon while making him harder to track and granting a movement burst. This serves as his biggest assassination tool and best emergency disengage. Use it with clear purpose, whether to finish a marked carry, dodge retaliation, cross the final distance, or escape after a kill. A wasted R creates the clearest punish window against Talon, forcing him to walk or Q into danger with any failed engage becoming far easier to punish. Success with Talon requires tracking which enemies have been marked, focusing one target until the passive is ready, and choosing engagement moments carefully after enemies have used peel, dashes, or crowd control. Enemies can deny him by backing away when marked, using crowd control as he steps in, staying behind allies, or grouping tightly with shields and peel.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Talon performs best when creating short, violent windows: mark a target, close the gap, dump damage, then leave before the enemy team can answer. Most poor Talon games stem from treating him like a front-line brawler or spending every escape tool just to start a fight. Going in without a way out means donating shutdown gold rather than assassinating. Mechanical mistakes often begin with throwing blades at max range and dashing forward before confirming whether the return hit, passive setup, or enemy movement will line up. This results in incomplete damage and gives targets time to escape or bait Talon into backline peel. Players should use ranged poke to test movement first, committing only when the target is slowed, displaced, crowd controlled, or walking into the blade return path. Using the gap closer on the first reachable enemy, even tanks or bruisers, wastes burst on poor targets, makes exits predictable, and leaves carries free to attack while main tools are down. Talon should hold the dash until a carry steps forward, gets tagged by ally engage, or loses a defensive spell. Using the ultimate only for damage while standing in full enemy vision wastes the stealth and reposition value, allowing enemies to layer crowd control where they know Talon must exit. The ultimate should function as both burst and a dodge tool, cast when it can avoid retaliation, hide direction, or enable repositioning before enemies lock him down. Chasing low-health enemies in straight lines runs Talon through traps, slows, exhaust effects, shields, and backup damage. Even if the target dies, Talon often dies after and loses map pressure. Players should check paths before chasing and let burn damage, ally poke, or the next wave finish targets moving toward teammates unless a clean escape route exists. Burning all mobility and stealth simultaneously for a flashy entrance leaves no answer when enemies survive the first burst. Tools should be staggered: enter with one method, deal damage, and keep another for the exit or crucial dodge. Ignoring basic attack spacing after burst starts causes missed follow-up damage and allows enemies to escape with minimal health. Players should stay close enough to finish sequences without standing still, weaving attacks only when targets cannot immediately punish. Decision mistakes include forcing the first engage because Talon feels like an assassin. Diving into five prepared players eats the first crowd control chain and leaves the team without its burst threat. Talon is stronger as the second wave of a fight when health bars are lower and defensive tools are spent. Picking targets solely for low health rather than reachability and value spends the whole kit on supports or tanks while real damage dealers survive. Carries, fragile mages, or enemies without peel should be prioritized when paths are open. Standing with the team in the exact center of the lane before every fight allows enemies to always see approaches, save peel, and force attacks from obvious directions. Side positioning changes how carries move and splits peel from the front line. Using stealth to run away from light poke before real fights start teaches enemies they can bait the major defensive tool, then engage while it is unavailable. Stealth should be saved for dodging committed engage, breaking focus, or finishing kills safely. Fighting immediately after respawn without checking allied position, enemy health, or whether the team can follow burst results in arriving alone and trading a life for no objective pressure. The fundamental rule is simple: do not spend the exit to create a bad entrance. If the enemy carry is protected, wait.

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FAQ

Talon

FAQ

Is Talon a good pick in ARAM: Mayhem? Yes, if your team has enough damage to start fights or soften targets before you go in. Talon is strongest when he enters after key crowd control or defensive tools have been used, then deletes a carry and escapes through the chaos. The tradeoff is that he offers less value when forced to front-to-back fight into tanks with full cooldowns. What is Talon’s main job in a Mayhem fight? Your job is to punish exposed backliners, low-health targets, and players who step past their frontline. Wait for a clear angle, commit fast, and leave before the enemy team turns. If you dive first with no follow-up, you usually trade one-for-zero in the wrong direction. When should I engage as Talon? Engage after the enemy has used hard crowd control, shields, or major peel on someone else. If a carry walks forward to poke, use that small spacing mistake as your opening and burst before they can reset position. The tradeoff is patience: waiting too long can let your team lose health, but going too early gets you locked down.

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