ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T5 Rank #141

Naafiri ARAM Mayhem Build & Best Augments

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

Naafiri Naafiri the Hound of a Hundred Bites Mage / Assassin
TierT5
Rank#141
Win Rate46.00%
Pick Rate0.42%

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.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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 Rate36.08%
Pick Rate31.53%
#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.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate41.67%
Pick Rate11.70%
#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.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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.

Win Rate28.72%
Pick Rate10.18%

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.

35.83%
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.

35.91%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

35.38%
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.

35.42%
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.

37.00%
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.

32.78%
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.

37.31%
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%.

38.85%
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.

36.96%
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.

34.32%
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.

41.55%
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.

47.42%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

38.16%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

38.16%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

39.71%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

39.71%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

36.36%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

36.36%

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

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 Rate52.94%
Pick Rate15.56%
#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.

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.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate42.97%
Pick Rate10.07%
#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.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Spear of Shojin Spear of Shojin Spear of Shojin
Total Price
3,100
Price
675

+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).

Win Rate50.89%
Pick Rate5.95%

Situational itemstop 12

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.

50.49%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

48.48%
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.

50.63%
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.

51.36%
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).

50.75%
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.

49.10%
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.

47.56%
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.

41.60%
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%.

52.68%
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.

45.95%
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.

55.42%
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.

47.92%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

51.29%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

51.29%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

48.80%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

48.80%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

47.32%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

47.32%

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.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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.

Win Rate48.00%
Pick Rate14.08%
#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.

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

Win Rate52.46%
Pick Rate7.63%
#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.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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 Rate52.99%
Pick Rate5.01%

Situational itemstop 12

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.

50.32%
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.

51.04%
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.

48.74%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

50.10%
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).

53.07%
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.

48.94%
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.

47.58%
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.

52.38%
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.

48.30%
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.

47.48%
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.

54.70%
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%.

48.45%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

47.57%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

47.57%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

47.02%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

47.02%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

51.98%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

51.98%

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.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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 Rate46.77%
Pick Rate8.45%
#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.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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.

Win Rate48.07%
Pick Rate7.31%
#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.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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.

Win Rate44.60%
Pick Rate5.68%

Situational itemstop 12

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.

49.14%
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.

47.34%
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.

47.08%
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.

47.94%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

46.84%
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.

51.45%
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.

49.75%
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.

48.98%
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.

50.47%
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.

49.17%
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.

49.57%
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%.

47.30%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

49.43%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

49.43%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

49.68%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

49.68%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

46.20%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

46.20%

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
53.23%
Pick Rate
7.98%
Games
943

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
PrismaticT153.23%7.98%943
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
52.41%
Pick Rate
4.57%
Games
540

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
SilverT152.41%4.57%540
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
52.34%
Pick Rate
7.05%
Games
833

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

View augment details
GoldT152.34%7.05%833
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.54%
Pick Rate
6.02%
Games
712

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
PrismaticT151.54%6.02%712
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
51.50%
Pick Rate
6.51%
Games
769

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
SilverT151.50%6.51%769
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.18%
Pick Rate
9.29%
Games
1,098

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
PrismaticT151.18%9.29%1,098
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.48%
Pick Rate
8.87%
Games
1,048

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
PrismaticT150.48%8.87%1,048
Minionmancer Minionmancer Minionmancer Gold
Rarity
Gold
Tier
T5
Win Rate
49.41%
Pick Rate
5.74%
Games
678

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

View augment details
GoldT149.41%5.74%678
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
49.38%
Pick Rate
6.15%
Games
727

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
GoldT149.38%6.15%727
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
49.37%
Pick Rate
5.36%
Games
634

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
GoldT149.37%5.36%634
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
49.05%
Pick Rate
8.02%
Games
948

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

View augment details
SilverT149.05%8.02%948
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
48.98%
Pick Rate
21.11%
Games
2,495

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
GoldT148.98%21.11%2,495
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
48.03%
Pick Rate
16.35%
Games
1,932

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

View augment details
GoldT148.03%16.35%1,932
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
47.63%
Pick Rate
22.70%
Games
2,683

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
GoldT147.63%22.70%2,683
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
46.88%
Pick Rate
9.22%
Games
1,090

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
GoldT146.88%9.22%1,090
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
46.40%
Pick Rate
11.52%
Games
1,362

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
SilverT146.40%11.52%1,362
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
45.99%
Pick Rate
10.56%
Games
1,248

Gain 15% omnivamp .

View augment details
SilverT145.99%10.56%1,248
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
45.83%
Pick Rate
8.53%
Games
1,008

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

View augment details
SilverT145.83%8.53%1,008
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
44.93%
Pick Rate
11.18%
Games
1,322

Grants 18% armor penetration and magic penetration .

View augment details
GoldT144.93%11.18%1,322
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
44.70%
Pick Rate
5.43%
Games
642

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

View augment details
SilverT144.70%5.43%642
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
43.39%
Pick Rate
11.39%
Games
1,346

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
GoldT143.39%11.39%1,346
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
43.29%
Pick Rate
5.30%
Games
626

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

View augment details
GoldT143.29%5.30%626
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
42.91%
Pick Rate
7.04%
Games
832

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT142.91%7.04%832
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
54.94%
Pick Rate
3.68%
Games
435

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

View augment details
GoldT254.94%3.68%435
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
54.12%
Pick Rate
3.28%
Games
388

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
GoldT254.12%3.28%388
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
53.74%
Pick Rate
3.16%
Games
374

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

View augment details
GoldT253.74%3.16%374
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
53.71%
Pick Rate
2.96%
Games
350

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

View augment details
SilverT253.71%2.96%350
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.80%
Pick Rate
2.72%
Games
322

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

View augment details
PrismaticT252.80%2.72%322
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
52.36%
Pick Rate
3.94%
Games
466

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

View augment details
SilverT252.36%3.94%466
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
52.33%
Pick Rate
2.54%
Games
300

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
SilverT252.33%2.54%300
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
51.99%
Pick Rate
2.34%
Games
277

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT251.99%2.34%277
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
50.91%
Pick Rate
4.20%
Games
497

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
SilverT250.91%4.20%497
Earthwake Earthwake Earthwake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.17%
Pick Rate
2.56%
Games
303

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
PrismaticT250.17%2.56%303
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.00%
Pick Rate
2.06%
Games
244

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
PrismaticT250.00%2.06%244
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.37%
Pick Rate
2.67%
Games
316

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

View augment details
PrismaticT249.37%2.67%316
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
48.97%
Pick Rate
3.70%
Games
437

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

View augment details
GoldT248.97%3.70%437
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
48.93%
Pick Rate
2.37%
Games
280

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
GoldT248.93%2.37%280
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
48.54%
Pick Rate
3.19%
Games
377

Increases attack damage by 20% .

View augment details
SilverT248.54%3.19%377
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
47.95%
Pick Rate
2.68%
Games
317

Gain 1750 upon acquiring this augment.

View augment details
GoldT247.95%2.68%317
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
47.79%
Pick Rate
2.11%
Games
249

Gain 2 Stat Anvils .

View augment details
SilverT247.79%2.11%249
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
47.50%
Pick Rate
2.37%
Games
280

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
SilverT247.50%2.37%280
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
47.44%
Pick Rate
1.98%
Games
234

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
GoldT247.44%1.98%234
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.95%
Pick Rate
1.80%
Games
213

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

View augment details
PrismaticT246.95%1.80%213
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
46.64%
Pick Rate
2.01%
Games
238

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
GoldT246.64%2.01%238
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
46.49%
Pick Rate
3.73%
Games
441

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
GoldT246.49%3.73%441
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.45%
Pick Rate
1.79%
Games
211

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
PrismaticT246.45%1.79%211
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.01%
Pick Rate
2.23%
Games
263

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
PrismaticT246.01%2.23%263
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
45.98%
Pick Rate
2.21%
Games
261

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
GoldT245.98%2.21%261
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
45.85%
Pick Rate
1.94%
Games
229

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

View augment details
PrismaticT245.85%1.94%229
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
45.58%
Pick Rate
3.06%
Games
362

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

View augment details
SilverT245.58%3.06%362
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
45.37%
Pick Rate
1.73%
Games
205

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

View augment details
GoldT245.37%1.73%205
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
45.11%
Pick Rate
2.94%
Games
348

Grants 60 ability haste .

View augment details
GoldT245.11%2.94%348
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.00%
Pick Rate
3.38%
Games
400

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
PrismaticT245.00%3.38%400
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.71%
Pick Rate
2.88%
Games
340

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
PrismaticT244.71%2.88%340
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
44.59%
Pick Rate
2.66%
Games
314

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

View augment details
GoldT244.59%2.66%314
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
43.92%
Pick Rate
2.50%
Games
296

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

View augment details
GoldT243.92%2.50%296
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
43.48%
Pick Rate
3.50%
Games
414

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
SilverT243.48%3.50%414
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
43.28%
Pick Rate
2.83%
Games
335

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

View augment details
GoldT243.28%2.83%335
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
43.15%
Pick Rate
2.90%
Games
343

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

View augment details
GoldT243.15%2.90%343
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
43.13%
Pick Rate
2.65%
Games
313

Grants 50% critical strike chance .

View augment details
GoldT243.13%2.65%313
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
40.95%
Pick Rate
1.96%
Games
232

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

View augment details
PrismaticT240.95%1.96%232
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
40.23%
Pick Rate
2.17%
Games
256

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
GoldT240.23%2.17%256
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
39.31%
Pick Rate
2.45%
Games
290

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

View augment details
SilverT239.31%2.45%290
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
54.03%
Pick Rate
1.05%
Games
124

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
GoldT354.03%1.05%124
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.42%
Pick Rate
1.05%
Games
124

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
PrismaticT352.42%1.05%124
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
52.31%
Pick Rate
1.10%
Games
130

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
SilverT352.31%1.10%130
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.65%
Pick Rate
1.54%
Games
182

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

View augment details
PrismaticT351.65%1.54%182
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
51.52%
Pick Rate
1.40%
Games
165

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
SilverT351.52%1.40%165
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.49%
Pick Rate
0.85%
Games
101

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
PrismaticT351.49%0.85%101
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
50.00%
Pick Rate
0.98%
Games
116

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
GoldT350.00%0.98%116
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
48.92%
Pick Rate
1.18%
Games
139

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
GoldT348.92%1.18%139
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
48.68%
Pick Rate
1.29%
Games
152

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
GoldT348.68%1.29%152
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
48.00%
Pick Rate
1.27%
Games
150

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
PrismaticT348.00%1.27%150
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
46.71%
Pick Rate
1.29%
Games
152

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
PrismaticT346.71%1.29%152
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.38%
Pick Rate
1.17%
Games
138

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
PrismaticT346.38%1.17%138
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
45.92%
Pick Rate
0.83%
Games
98

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT345.92%0.83%98
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
45.83%
Pick Rate
0.81%
Games
96

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
GoldT345.83%0.81%96
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
45.51%
Pick Rate
1.41%
Games
167

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
GoldT345.51%1.41%167
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
44.85%
Pick Rate
1.40%
Games
165

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
SilverT344.85%1.40%165
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
43.93%
Pick Rate
1.46%
Games
173

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

View augment details
GoldT343.93%1.46%173
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
43.75%
Pick Rate
1.22%
Games
144

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
GoldT343.75%1.22%144
Spin To Win Spin To Win Spin To Win Silver
Rarity
Silver
Tier
T5
Win Rate
43.41%
Pick Rate
1.09%
Games
129

Your spinning abilities deal 30% increased damage and have their cooldown reduced equivalent to 30 ability haste.

View augment details
SilverT343.41%1.09%129
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
43.36%
Pick Rate
1.21%
Games
143

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

View augment details
GoldT343.36%1.21%143
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
43.11%
Pick Rate
1.41%
Games
167

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT343.11%1.41%167
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
42.86%
Pick Rate
1.30%
Games
154

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

View augment details
GoldT342.86%1.30%154
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.36%
Pick Rate
1.40%
Games
166

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
PrismaticT340.36%1.40%166
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.18%
Pick Rate
0.95%
Games
112

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

View augment details
PrismaticT340.18%0.95%112
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
36.73%
Pick Rate
0.83%
Games
98

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
PrismaticT336.73%0.83%98
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
35.77%
Pick Rate
1.04%
Games
123

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
GoldT335.77%1.04%123
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
35.56%
Pick Rate
1.14%
Games
135

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

View augment details
GoldT335.56%1.14%135
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
31.29%
Pick Rate
1.38%
Games
163

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
PrismaticT331.29%1.38%163
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.00%
Pick Rate
0.51%
Games
60

Damaging basic attacks or abilities against enemy champions deal 50 – 150 (based on level) (+ 40% bonus AD) (+ 20% AP) bonus magic damage , and grant you 30 and 25% bonus movement speed for 1. 5 seconds (30 second cooldown per champion).

View augment details
PrismaticT455.00%0.51%60
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
54.79%
Pick Rate
0.62%
Games
73

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

View augment details
GoldT454.79%0.62%73
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
54.29%
Pick Rate
0.59%
Games
70

Grants 3 random Dragon Souls .

View augment details
PrismaticT454.29%0.59%70
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
53.95%
Pick Rate
0.64%
Games
76

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
SilverT453.95%0.64%76
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
53.66%
Pick Rate
0.69%
Games
82

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
GoldT453.66%0.69%82
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.46%
Pick Rate
0.52%
Games
61

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
PrismaticT452.46%0.52%61
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.85%
Pick Rate
0.46%
Games
54

Your next basic attack in each cardinal direction within 750 range additionally on-attack fires 5 Firecrackers at the target that each deal 8 – 51 (based on level) (+ 14% bonus AD) physical damage , for a total of 40 – 255 (based on level) (+ 70% bonus AD) physical damage (5 second cooldown per direction). Firecrackers' damage is increased by 0% – 50% (based on distance travelled). Each Firecracker can critically strike for (200% + 30% ) damage and applies on-hit effects at 20% effectiveness.

View augment details
PrismaticT451.85%0.46%54
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
50.91%
Pick Rate
0.47%
Games
55

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
SilverT450.91%0.47%55
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
50.88%
Pick Rate
0.48%
Games
57

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
SilverT450.88%0.48%57
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
50.00%
Pick Rate
0.49%
Games
58

Grants 60% bonus attack speed .

View augment details
SilverT450.00%0.49%58
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.41%
Pick Rate
0.72%
Games
85

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
PrismaticT449.41%0.72%85
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
48.08%
Pick Rate
0.44%
Games
52

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

View augment details
SilverT448.08%0.44%52
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
45.59%
Pick Rate
0.58%
Games
68

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
GoldT445.59%0.58%68
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
45.35%
Pick Rate
0.73%
Games
86

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
GoldT445.35%0.73%86
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.44%
Pick Rate
0.53%
Games
63

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
PrismaticT444.44%0.53%63
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
44.21%
Pick Rate
0.80%
Games
95

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT444.21%0.80%95
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
43.10%
Pick Rate
0.49%
Games
58

Increase your bonus attack speed gained from all sources by 20% . While at 1. 75 attack speed or higher, your basic attacks deal 40 bonus magic damage on-hit.

View augment details
GoldT443.10%0.49%58
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
41.77%
Pick Rate
0.67%
Games
79

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

View augment details
SilverT441.77%0.67%79
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
41.67%
Pick Rate
0.51%
Games
60

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

View augment details
SilverT441.67%0.51%60
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
41.27%
Pick Rate
0.53%
Games
63

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
GoldT441.27%0.53%63
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
41.25%
Pick Rate
0.68%
Games
80

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT441.25%0.68%80
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.32%
Pick Rate
0.52%
Games
62

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
PrismaticT440.32%0.52%62
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
40.32%
Pick Rate
0.52%
Games
62

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

View augment details
GoldT440.32%0.52%62
Stuck in Here With Me Stuck in Here With Me Stuck in Here With Me Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
38.60%
Pick Rate
0.48%
Games
57

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
PrismaticT438.60%0.48%57
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
38.16%
Pick Rate
0.64%
Games
76

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
PrismaticT438.16%0.64%76
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
37.50%
Pick Rate
0.68%
Games
80

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT437.50%0.68%80
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
35.80%
Pick Rate
0.69%
Games
81

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

View augment details
SilverT435.80%0.69%81
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
34.67%
Pick Rate
0.63%
Games
75

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
GoldT434.67%0.63%75
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
33.87%
Pick Rate
0.52%
Games
62

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
GoldT433.87%0.52%62
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
31.03%
Pick Rate
0.49%
Games
58

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

View augment details
SilverT431.03%0.49%58

Naafiri Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

R > Q > E > W

RQWE

R > Q > W > E (specific conditions apply)

RQEQ

Max Q first in almost every game.

Naafiri Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Naafiri counters these champions in ARAM: Mayhem.

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

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

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

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

Darius Darius Darius T4
Tier
T4
Rank
#149
Win Rate
47.24%
Pick Rate
0.50%

Darius the Hand of Noxus Darius is a juggernaut designed to run people down and execute them. His entire identity revolves around bleed stacks and his ultimate, Noxian Guillotine. You hit things, you stack passive damage, and you dunk them when they get low. In ARAM: Mayhem, he becomes a lane bully with terrifying reset potential. He plays as a frontliner who wants extended fights. Unlike burst mages or assassins, Darius needs time to stack his passive, Hemorrhage. Once he hits five stacks on a target—or max stacks on anyone—he gains massive attack damage and applies bleed instantly to everyone he hits. This is his "win condition" in every skirmish. Mayhem mode accelerates his strengths. Faster gold and experience mean he hits his item spikes sooner. The constant fighting gives him endless opportunities to stack his passive and heal off crowds. His biggest weakness—getting kited—still exists, but the mode's chaos often lets him close gaps when enemies overextend for poke. You pick Darius when your team needs a durable threat who can clean up fights. He excels at punishing squishies who get caught by Snowball or crowd control. If enemies clump up, his Q healing and passive spread turn him into a raid boss. Just don't expect to dive five people alone without backup. View champion guide

Nasus Nasus Nasus T4
Tier
T4
Rank
#114
Win Rate
47.89%
Pick Rate
0.37%

Nasus the Curator of the Sands Nasus is a scaling juggernaut who turns time into a win condition. His entire identity revolves around Siphoning Strike—stacking permanent damage on every last-hit until a single Q deletes health bars. In standard modes, he suffers from a weak early game and gets kited endlessly. ARAM: Mayhem fixes both problems. The single-lane format guarantees constant minion waves. You never run out of stacks. The Mayhem pacing means you hit your power spikes faster, and the mode's specific augments give Nasus tools he never gets on Summoner's Rift: gap-close, crowd control reduction, and enough sustain to walk through poke. Play him as a mid-range bully who transitions into a raid boss. You don't chase kills early—you chase stacks. Once the damage ramps up, you force fights on your terms, wither priority targets, and take objectives in seconds. View champion guide

Read counter details

Countered By

5

Naafiri is countered by these champions in ARAM: Mayhem.

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

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

Varus Varus Varus T5
Tier
T5
Rank
#155
Win Rate
46.18%
Pick Rate
1.04%

Varus the Arrow of Retribution Varus is a long-range poke marksman who dominates lanes by wearing down enemies before they can close the distance. He fills the artillery carry role, relying on charged shots and crowd control to dictate the flow of fights from safety. His signature pattern revolves around charging Piercing Arrow (Q) to snipe low-health targets or harass opponents under their tower. He stacks blight on enemies with basic attacks, then detonates those stacks with abilities for burst damage. This creates a rhythm: auto-attack, ability, auto-attack, ability. In ARAM: Mayhem, Varus becomes significantly more oppressive. The mode's accelerated pace and increased mana regeneration let him fire fully charged arrows almost on cooldown. His ultimate, Chain of Corruption, spreads faster in constant team fights, often triggering multiple chains in a single engagement. He transitions from a careful poker into a relentless siege engine that forces enemies to dodge or die. 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

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

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

Read counter details

Naafiri Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Naafiri Naafiri Naafiri T5
Tier
T5
Rank
#141
Win Rate
46.00%
Pick Rate
0.42%

Naafiri the Hound of a Hundred Bites Naafiri is an assassin who fights alongside her pack. She throws daggers, summons hounds to chase down targets, and collapses on isolated enemies with burst damage. Her identity is built around managing packmates, landing Q daggers, and using her ultimate to reset and hunt. In ARAM: Mayhem, Naafiri becomes a relentless teamfight predator. The faster pace and constant fighting mean her pack is always active. She excels at picking off squishies who overextend for poke. Her ultimate reset potential shines when kills happen quickly, letting her chain dashes through multiple targets in a single engagement. Her signature pattern is simple: poke with Q to create packmates, isolate a target, then R in and let the hounds do the rest. In Mayhem, this cycle repeats faster. She's not a passive poke mage—she wants to go in, secure a kill, and use the reset to either escape or continue hunting. The mode rewards her aggressive instincts more than patient fishing. View champion guide

Reliable Setup CC: Naafiri’s Q is easy to land, but her full damage combo often requires the enemy to stand still or be locked down so her packmates can get their attacks off. Point-and-click or instant hard crowd control is her best friend. Disruption and Noise: She hates getting hit by targeted polymorphs, stuns, or heavy slows. Teammates who create chaos or force enemies to use their defensive cooldowns before she dives make her job much safer. Follow-up Damage: If Naafiri goes in and gets a kill but dies immediately, she needs a team that can clean up the resulting 4v4 or 4v5. She is an initiator, but she functions best as part of a dive trio rather than a solo suicide squad. Top Synergy Pairings

1. Malzahar (High Value – The Suppression Anchor)

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

Naafiri Naafiri Naafiri T5
Tier
T5
Rank
#141
Win Rate
46.00%
Pick Rate
0.42%

Naafiri the Hound of a Hundred Bites Naafiri is an assassin who fights alongside her pack. She throws daggers, summons hounds to chase down targets, and collapses on isolated enemies with burst damage. Her identity is built around managing packmates, landing Q daggers, and using her ultimate to reset and hunt. In ARAM: Mayhem, Naafiri becomes a relentless teamfight predator. The faster pace and constant fighting mean her pack is always active. She excels at picking off squishies who overextend for poke. Her ultimate reset potential shines when kills happen quickly, letting her chain dashes through multiple targets in a single engagement. Her signature pattern is simple: poke with Q to create packmates, isolate a target, then R in and let the hounds do the rest. In Mayhem, this cycle repeats faster. She's not a passive poke mage—she wants to go in, secure a kill, and use the reset to either escape or continue hunting. The mode rewards her aggressive instincts more than patient fishing. View champion guide

Ezreal Ezreal Ezreal T5
Tier
T5
Rank
#158
Win Rate
45.67%
Pick Rate
1.10%

Ezreal the Prodigal Explorer Ezreal is a skillshot-heavy marksman-mage hybrid who thrives on spacing, poke damage, and repositioning. In standard modes, he is the quintessential "safe" pick who relies on Mystic Shot cooldown resets and Arcane Shift mobility to chip away at enemies while staying out of reach. His identity centers on landing Q consistently—if you hit, you get rewarded with lower cooldowns and sustained pressure. If you miss, you lose lane control. In ARAM: Mayhem, that core loop gets amplified by the mode's accelerated pace and constant fighting. The single-lane format removes his ability to farm safely under a tower or roam for isolated picks. Instead, he becomes a pure poke engine in a corridor where hiding is nearly impossible. The Mayhem environment—faster gold, more frequent ability casts, and aggressive augments—shifts him from a scaling safety pick into an early-game damage threat who can snowball hard if his aim holds up. His role here is straightforward: siege from max range, fish for Mystic Shot hits, and use Arcane Shift almost exclusively for repositioning or dodging high-value engage. The constant teamfight means his ultimate, Trueshot Barrage, comes up often and cuts through the entire enemy team. He still struggles against hard engage and burst, but the mode's tools give him more ways to survive and contribute than he would have in normal ARAM. View champion guide

Synergy Mechanism: Malzahar provides the single best setup for Naafiri: a point-and-click suppression. When Malzahar uses his ultimate, the target is unable to flash, dash, or use Zhonya’s, creating a stationary punching bag. Combo: Malzahar presses R on a squishy target. Naafiri immediately casts W (the dash) onto the suppressed victim, landing all her packmate damage while the enemy is helpless. She can then E to reposition or chase the next target. Best Scenario: The enemy team has a slippery carry like Ezreal or a high-damage mage who stays in the back. Malzahar removes their mobility options entirely, allowing Naafiri to guarantee a kill. Enemy Answer: The enemy support can try to interrupt Malzahar’s channel with a knock-up or silence, or they can shield the target to survive the burst window. Failure Risk: If Malzahar dies or gets interrupted before the suppression lands, Naafiri is left without a reliable way to lock down her target. She might dash in and get instantly blown up. Recovery: If the combo fails, Naafiri should use her E to dash away from the enemy backline and reset. Her packmates will respawn quickly, allowing her to poke with Q while waiting for Malzahar’s cooldown.

2. Diana (High Value – The Ballistic Follow-Up)

Syndra Syndra Syndra T2
Tier
T2
Rank
#47
Win Rate
51.39%
Pick Rate
0.54%

Syndra is a burst-focused control mage who wins fights by setting up Dark Spheres, threatening stuns, and deleting priority targets once they step too far forward. She plays best from mid-to-long range: poke first, punish clumped enemies with scatter angles, then finish a vulnerable carry with her ultimate when their defensive tools are down. In ARAM: Mayhem, the constant 5v5 pressure gives Syndra more chances to hit multiple enemies, but it also gives divers and long-range poke more chances to punish her. Positioning matters more than greed. Hold your stun when assassins or bruisers can reach you, and use your burst on targets your team can actually follow up on. Pick Syndra when your team needs reliable magic damage, wave control, and a strong punish tool against enemies who walk into narrow lane space. She is entry-friendly if you focus on one rule: make the enemy respect your spheres before you spend your big cooldowns. View champion guide

Diana Diana Diana T3
Tier
T3
Rank
#92
Win Rate
49.64%
Pick Rate
0.38%

Diana is an AP dive assassin-bruiser who wants to mark a target, dash in, and turn the fight with a close-range burst combo. She is best when she can enter after enemies have spent key crowd control, then pull multiple champions together and finish with her team’s damage. In ARAM: Mayhem, Diana’s job becomes more explosive but also riskier. The constant fighting gives her more chances to find multi-target engages, while augments can push her toward harder burst, stronger follow-up, or more durable brawling. She still has the same core rule: do not be the first champion to disappear into five enemies unless your team can instantly follow. Pick Diana when your team needs a decisive AP engager who can punish grouped enemies. Play around flanks, Snowball angles, and cooldown tracking. If the enemy keeps disengage or hard CC ready, wait it out, poke with your setup, then commit when their punish window is gone. View champion guide

Gragas Gragas Gragas T3
Tier
T3
Rank
#96
Win Rate
49.46%
Pick Rate
0.50%

Gragas is a flexible brawler-mage who can start fights, peel divers, and punish clumped enemies with explosive displacement. His core pattern is simple: fish with barrels, threaten a body slam engage when someone steps too far forward, then use his ultimate to split the enemy team or knock a priority target into danger. In ARAM: Mayhem, Gragas gets more chances to matter because fights happen constantly and enemies are often packed into narrow space. He can build toward burst when his team needs damage, or play bulkier when he is the main frontline. The key is patience. If you throw everything at the first target you see, good players walk past you after your combo. Hold your engage until an enemy carry is trapped, a diver commits, or your team is ready to follow the knockback. View champion guide

Naafiri Naafiri Naafiri T5
Tier
T5
Rank
#141
Win Rate
46.00%
Pick Rate
0.42%

Naafiri the Hound of a Hundred Bites Naafiri is an assassin who fights alongside her pack. She throws daggers, summons hounds to chase down targets, and collapses on isolated enemies with burst damage. Her identity is built around managing packmates, landing Q daggers, and using her ultimate to reset and hunt. In ARAM: Mayhem, Naafiri becomes a relentless teamfight predator. The faster pace and constant fighting mean her pack is always active. She excels at picking off squishies who overextend for poke. Her ultimate reset potential shines when kills happen quickly, letting her chain dashes through multiple targets in a single engagement. Her signature pattern is simple: poke with Q to create packmates, isolate a target, then R in and let the hounds do the rest. In Mayhem, this cycle repeats faster. She's not a passive poke mage—she wants to go in, secure a kill, and use the reset to either escape or continue hunting. The mode rewards her aggressive instincts more than patient fishing. View champion guide

Synergy Mechanism: Diana offers a massive AoE knock-up and pull. This groups enemies together, making it impossible for them to spread out and avoid Naafiri’s Q spread or her W impact damage. Combo: Diana lands her Q, then uses R to pull the enemy team into a cluster. Naafiri follows up by dashing into the clump with W. The close proximity ensures every packmate attack hits multiple targets or focuses down the primary threat. Best Scenario: The enemy team is running a melee-heavy composition or likes to stack up for their own AoE spells. Diana’s pull forces them into a kill zone. Enemy Answer: Smart enemies will save their own knock-backs (like Gragas R or Syndra E) to displace Diana or Naafiri the moment they engage, breaking the cluster. Failure Risk: If Diana goes in alone and dies before Naafiri can follow, Naafiri is forced into a bad 1v5. Without Diana’s shield and disruption, Naafiri is vulnerable to focus fire. Recovery: Naafiri should look for a lone target on the edge of the fight rather than diving the center if Diana dies. Using E to escape the fray and waiting for the next wave of packmates is better than forcing a losing fight.

3. Sett (Medium-High Value – The Yank and Tank)

Sett Sett Sett T1
Tier
T1
Rank
#11
Win Rate
54.29%
Pick Rate
0.70%

Sett is a frontline bruiser who wins by walking into the fight, forcing someone to deal with him, then turning that pressure into a big counterpunch. He is simple to start: grab targets when they step too close, keep punching through the brawl, and save your hardest hit for the moment enemies commit into you. His signature pattern is all about timing. If Sett reaches the enemy backline or catches a diver near his team, he can start a fight fast and make the return damage hurt. In ARAM: Mayhem, the constant grouped fights give him more chances to find those scrappy moments, but they also punish bad entries harder. Go in when your team can follow, use the chaos to soak pressure, and do not waste your big turn-around tools before the enemy has actually committed. View champion guide

Naafiri Naafiri Naafiri T5
Tier
T5
Rank
#141
Win Rate
46.00%
Pick Rate
0.42%

Naafiri the Hound of a Hundred Bites Naafiri is an assassin who fights alongside her pack. She throws daggers, summons hounds to chase down targets, and collapses on isolated enemies with burst damage. Her identity is built around managing packmates, landing Q daggers, and using her ultimate to reset and hunt. In ARAM: Mayhem, Naafiri becomes a relentless teamfight predator. The faster pace and constant fighting mean her pack is always active. She excels at picking off squishies who overextend for poke. Her ultimate reset potential shines when kills happen quickly, letting her chain dashes through multiple targets in a single engagement. Her signature pattern is simple: poke with Q to create packmates, isolate a target, then R in and let the hounds do the rest. In Mayhem, this cycle repeats faster. She's not a passive poke mage—she wants to go in, secure a kill, and use the reset to either escape or continue hunting. The mode rewards her aggressive instincts more than patient fishing. View champion guide

Synergy Mechanism: Sett can grab an enemy carry and slam them directly into Naafiri’s range. This bypasses the enemy frontline and puts the squishy target exactly where Naafiri wants them. Combo: Sett flashes or uses his movement speed to grab a key target with R. As he slams the target down, Naafiri W-dashes onto the knocked-up victim. Sett then uses his E to slow anyone trying to peel Naafiri. Best Scenario: The enemy has a single fed carry who is playing very safe behind tanks. Sett forces that carry to face Naafiri’s damage head-on. Enemy Answer: The enemy team can burst Sett down before he gets the grab off, or they can instantly layer crowd control on Naafiri the moment she lands. Failure Risk: Sett might grab a tank instead of a carry. If Naafiri commits her cooldowns to a tank, she has nothing left for the real threats, and the fight turns against her. Recovery: If Naafiri realizes the target is too tanky, she should immediately E away and switch to poking with Q. She should not commit to a long duel with a bruiser or tank in the middle of the enemy team.

4. Yasuo (Medium Value – The Windwall Cover)

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

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

Nami Nami Nami T3
Tier
T3
Rank
#63
Win Rate
50.13%
Pick Rate
0.53%

Nami is a backline enchanter who wins fights by keeping allies moving, healthy, and hard to chase. Her core pattern is simple: buff the teammate who is ready to trade, look for a clean Bubble on enemies already slowed or committed, then use her wave to start a fight or peel one off. In ARAM: Mayhem, Nami is less about sitting safely and more about reacting fast to constant engages, Snowball threats, and augment-powered burst. She shines when your team has divers, marksmen, or poke champions who can use her speed and sustain to take repeated short fights. If she misses crowd control or steps too far forward, she gets punished quickly, so play near your carries, hold spells for real commits, and let enemy aggression walk into your setup. View champion guide

Lux Lux Lux T3
Tier
T3
Rank
#66
Win Rate
49.86%
Pick Rate
1.05%

Lux is a long-range burst mage who plays around catching enemies with light control, softening them with poke, and finishing grouped targets from a safe distance. Her signature pattern is simple to understand: stay behind your front line, fish for a binding or a clean poke angle, then layer damage when the enemy is locked in place or already forced to dodge. In ARAM: Mayhem, Lux is still an entry-level friendly backline pick, but the mode is faster and messier than standard ARAM. She gets more chances to hit clustered enemies, yet she is punished harder when divers, Snowball users, or flank threats reach her. Play patiently, value spacing, and use her range to control fights before they fully break open. View champion guide

Pantheon Pantheon Pantheon T3
Tier
T3
Rank
#76
Win Rate
49.30%
Pick Rate
0.60%

Pantheon is a direct spear-and-shield fighter who plays like an aggressive diver and skirmish starter. His job is to pick a target, force the fight on his terms, and buy space for his team with a fast stun, spear pressure, and short windows of damage blocking. He is easy to understand: go in when your team can follow, punish exposed carries, and do not waste your engage into the whole enemy team alone. His signature pattern is simple but sharp. Look for a low-health or out-of-position enemy, jump on them, unload your burst, then angle your shield to survive the return damage while your team finishes the play. In ARAM: Mayhem, the constant 5v5 fighting makes Pantheon more explosive, but also less forgiving. Snowball, augments, and nonstop brawls give him more ways to reach targets, yet bad engages are punished instantly because there is usually no quiet lane phase to recover in. Pick Pantheon when your team needs a brave first mover, a backline threat, or a reliable way to punish squishy champions that step too far forward. Play him with patience: the best Pantheon fights start with one clean target, not a heroic dive into five enemies. 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

Naafiri Naafiri Naafiri T5
Tier
T5
Rank
#141
Win Rate
46.00%
Pick Rate
0.42%

Naafiri the Hound of a Hundred Bites Naafiri is an assassin who fights alongside her pack. She throws daggers, summons hounds to chase down targets, and collapses on isolated enemies with burst damage. Her identity is built around managing packmates, landing Q daggers, and using her ultimate to reset and hunt. In ARAM: Mayhem, Naafiri becomes a relentless teamfight predator. The faster pace and constant fighting mean her pack is always active. She excels at picking off squishies who overextend for poke. Her ultimate reset potential shines when kills happen quickly, letting her chain dashes through multiple targets in a single engagement. Her signature pattern is simple: poke with Q to create packmates, isolate a target, then R in and let the hounds do the rest. In Mayhem, this cycle repeats faster. She's not a passive poke mage—she wants to go in, secure a kill, and use the reset to either escape or continue hunting. The mode rewards her aggressive instincts more than patient fishing. View champion guide

Synergy Mechanism: Yasuo’s Windwall blocks the skillshots that usually stop Naafiri in her tracks. Naafiri hates getting hit by heavy poke or targeted CC projectiles as she goes in. Yasuo creates a safe corridor for her dash. Combo: Yasuo throws Windwall to cut off the enemy backline’s vision and projectiles. Naafiri dashes through the wall with W, using the brief safety to land her combo without eating a Lux binding or a Nami bubble. Best Scenario: The enemy team relies heavily on projectile CC or burst mages. The Windwall buys Naafiri the 1-2 seconds she needs to secure a kill. Enemy Answer: Enemies can wait out the Windwall duration or walk around it. Point-click CC like Lulu’s polymorph or Pantheon’s stun ignores the wall entirely. Failure Risk: Yasuo might mistime the wall, leaving Naafiri exposed mid-dash. If Naafiri gets stunned in the air, she lands in the middle of the enemy team with no escape. Recovery: Naafiri must save her E for the exit. If she gets stunned, she should mash E the moment the CC ends to slip away, even if it means leaving a kill on the table.

5. Ornn (Medium Value – The Knockup Chain)

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

Malzahar (High Value – The Suppression Anchor)

Malzahar provides the single best setup for Naafiri: a point-and-click suppression. When Malzahar uses his ultimate, the target is unable to flash, dash, or use Zhonya’s, creating a stationary punching bag.

Naafiri ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityPlays a hybrid poke-assassin role, fishing for Qs and chipping enemies down until they hit execute range for an R dive.Poke becomes a trap due to fast healing and defensive augments; must commit fully to the assassin mindset and all-in patterns.Abandon poke patterns entirely and commit to full burst assassin gameplay.
Engage WindowsWaits for cooldowns and the perfect isolated target at low health before committing to the all-in dive.Cannot wait for perfect setups; dive any isolated target or enemy who just used major cooldowns, even at higher health.Hesitation loses your damage window; dive aggressively on any opening.
Augment PriorityAdapts to team needs, balancing poke, sustain, and assassination based on composition and game state.Chase damage amplification and burst augments; utility augments that give shields on takedown enable 1v3 dives.Pick augments that let you kill faster or survive the dive.
ItemizationOften includes sustain items like Ravenous Hydra or defensive options like Guardian Angel for extended fights.Pure burst with lethality items is premium; defensive boots outvalue offensive ones due to ubiquitous crowd control.Build for instant deletion; defensive boots are essential survival tools.
Teamfight SpacingStays near frontline, pokes from mid-range, and dives when enemies are low and vulnerable.Frontline can evaporate instantly; play on flanks, find backline angles, kill one target, then E out immediately.Never rely on your tank; isolate, kill, and escape before collapsing.
Snowball UsagePrimary engage tool where a missed Snowball means waiting a few seconds without major consequence.Margin for error shrinks drastically; missing Snowball invites immediate enemy engagement during the cooldown.Save Snowball for confirmed kill angles; hold against heavy peel.

Champion Analysis

Role / Current performance

Overview

Naafiri the Hound of a Hundred Bites operates as an aggressive assassin in Hextech Mayhem, defined by her unique pack-hound mechanic and devastating burst damage capabilities. Her core identity centers on commanding a pack of shadow hounds that follow her and attack her targets, creating a distinctive gameplay pattern where she fights alongside her summoned companions rather than as a solitary champion. Her passive ability, We Are More, ensures two shadow hounds constantly accompany Naafiri, automatically attacking her targets and dealing significant additional damage. This mechanic forms the foundation of her playstyle, as the hounds substantially increase her overall damage output throughout engagements. Her Q ability, Darkness' Bites, serves as her primary damage tool, with Naafiri and her hounds dashing forward simultaneously to bite enemies. Frequent use of this ability maintains extremely high damage output, making it central to her offensive pattern. For crowd control and pursuit, her W ability, Hounds' Pursuit, commands the hounds to lock onto and slow an enemy target, making it particularly valuable for chasing fleeing opponents. Her E ability, Shadow Step, provides a dash that serves dual purposes of engaging enemies and dodging incoming abilities, adding mobility to her kit. Her ultimate, Call of the Pack, represents her signature move and most powerful tool. It summons additional hounds and places Naafiri into an empowered state that dramatically boosts her damage output. When combined with her Q ability, this ultimate delivers devastating burst damage that can eliminate priority targets. The dramatically reduced cooldowns in Hextech Mayhem allow Naafiri to command her hound pack with unprecedented frequency, elevating her status as one of the most aggressive assassins in the mode. Her strategic value lies in her ability to quickly engage targets, burst them down with coordinated attacks from her pack, and pursue fleeing enemies using her crowd control and mobility options. Positioning as an assassin means Naafiri excels at identifying and eliminating high-value targets before they can escape or retaliate. Her playstyle rewards aggressive engagement and confident target selection, as her kit provides the tools necessary to close distance, apply pressure, and secure eliminations. The synergy between her abilities and her hound pack creates a cohesive offensive framework where each skill amplifies the effectiveness of her companions.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Naafiri in Mayhem lives and dies by packmate management, making her more of a coordinated pack operator than a solo assassin. Every engage must start with daggers already thrown to spawn packmates before committing with a dash. Never open a fight with E if Q is unavailable. The primary engage pattern involves using Q to create packmates, waiting briefly, then using W to mark a target and dash in. The chaotic nature of Mayhem often causes enemies to miss W wind-ups amid other abilities, creating opportunities to target enemies who have already expended their major escapes or crowd control. After landing, immediately auto-attack to reduce Q cooldown, aiming to stick to targets long enough for a second Q rotation to either chase deeper or escape. When enemies hard-engage onto your team, avoid panic-dashing away. Naafiri punishes overextenders by dropping Q on them, letting packmates aggro and create a damage zone. Save E for critical moments, using it to dodge telegraphed crowd control by dashing sideways or through minions to break line of sight. Never engage with E if enemies have point-and-click stuns or hooks available. If collapsed upon, E over a wall or into the healing shrub, which provides significant sustain and vision breaks for re-engaging with a fresh pack. Naafiri operates at the edge of Q range in a mid-range band where daggers reach the front line while remaining safe from skill shots. Packmates create a buffer zone that punishes enemies attempting to walk through them. When pushing towers, circle the sides to harass enemies hugging their tower with Q range, creating a no-go zone that forces enemies to concede ground or take damage. Target isolation significantly increases Naafiri's damage output. In Mayhem's clumped brawls, wait for squishy supports or mages to step slightly away from their tank before committing. Avoid tunnel-visioning on tanks, as packmates deal physical damage and take too long to kill them. If enemy carries play safely, switch focus to divers flanking your team to protect your own damage dealers. Snowball serves as a gap-closer against long-range poke compositions. The correct sequence is Snowball to close distance, Q to spawn packmates, then W to lock onto the target. Using Snowball and immediately W leaves no dogs ready for damage. Use Snowball to bypass enemy front lines and mark backline carries, forcing summoner spells even without securing kills, provided E remains available for escape. When behind, Naafiri shifts from assassin to peeler and setup tool. Stop forcing picks on fed enemy backlines and instead protect your own carries. Use packmates to block skill shots and disrupt pathing, and use W on enemy divers to slow and mark them for team damage. Look for resets on chunked enemies rather than forcing hero plays, as a single takedown can restore momentum and provide gold to recover.

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Playstyle Guide

Playstyle / Team structure

Play guide

Naafiri the Hound of a Hundred Bites operates as a burst-oriented assassin whose effectiveness depends heavily on managing packmates and choosing the right moments to engage. In the early game, Naafiri should position near melee minions or just behind the front wave to establish a "den" where packmates can safely spawn and reset. Standing too far back causes packmates to aggro incorrectly and die to tower or AoE poke. The primary goal is establishing zone control with Q while packmates chip enemy frontline and farm. Trading rhythm involves landing a single Q to spawn a packmate, then looking for an angle to auto-attack or land a second dagger. Packmates can body-block skillshots or punish enemies stepping up to last-hit. Extended fights should be avoided early since Naafiri's damage is bursty rather than sustained. Missing Q means backing off and waiting for the pack to reset rather than forcing engages without dogs on the field. Snowball serves as the primary engage tool but should not be used blindly to start fights. The correct pattern is landing Q, confirming a packmate is active, then Snowballing onto a squishy target, autoing, and backing out. Against heavy poke, Snowball should be saved to dodge key abilities or reposition when dove. Wave management depends on matchup: against low-range compositions, push under tower and chip with Q; against long-range or heavy CC, stall the wave middle and farm safely. Diving early requires clear team follow-up and enemy major cooldowns used. The mid game shifts positioning to side bushes or the bridge center for flanking angles on isolated targets. Naafiri should not stand frontline eating poke but instead let the team initiate or bait cooldowns before finding a clean entry. Trading rhythm revolves around W and ultimate, using Q to poke and maintain packmates. When a target is isolated or low, activate ultimate for speed boost and packmate spawn, then W to gap-close and burst. E serves as escape or chase tool and should not be wasted early in fights—a common mistake is using E to engage and having no exit. Snowball becomes setup for ultimate combo: Snowball in, auto to mark, then W while packmates converge. Against peel, wait for CC usage before committing. Augments enhancing burst, lethality, cooldown reduction, isolated target damage, or executes are ideal. Push when ultimate is available to force fights under enemy tower; when down, stall and poke with Q. Late game positioning requires staying out of vision using side bushes or fog of war to hide engage angles. Naafiri is an assassin, not a frontliner, and should let the team initiate or bait cooldowns. The job is deleting a high-priority target and escaping. Trading rhythm becomes all-in rather than poke—waiting for enemy carries to step out of position or peel abilities to go on cooldown, then ultimate in, W onto target, and dump the full combo. E dodges CC or repositions after burst. Snowball serves as gap-closer when ultimate is down or for quick engage. With heavy peel, use Snowball to bait CC, disengage, and re-engage with ultimate. Augments should amplify burst, add execute damage, or provide survivability after kills. Push with key cooldowns available and force fights where targets can be isolated. When ahead, force objectives, dive towers, and end. When behind, play for picks, wait for mistakes, and use burst to turn fights rather than teamfighting head-on.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Naafiri the Hound of a Hundred Bites excels when playing from ahead, transforming into a snowball nightmare once she secures early kills or a gold lead. Mayhem's accelerated gold flow causes her power spike to arrive faster than opponents expect, shifting her role from seeking picks to forcing fights the enemy cannot answer. When ahead, Naafiri should stop fishing for single picks and instead force cascade fights, engaging, resetting briefly, and re-engaging while enemies recover. Her ultimate's movement speed allows her to close gaps without burning Snowball, saving the summoner spell for repositioning or chasing flashes. She should dive the backline without hesitation, as her burst combined with a lead means most marksmen and mages die before kiting effectively. Controlling health relics aggressively starves losing opponents and maintains her snowball. The enemy team becomes trapped in a lose-lose cycle where grouping up invites her AoE and packmate spread damage, while splitting leaves them vulnerable to being isolated and hunted one by one. The most common throw pattern when ahead is over-diving into teams with hard crowd control. Even with a lead, getting stunned under enemy tower with no escape grants a free shutdown. Naafiri must respect champions like Leona, Nautilus, or Veigar who can trap her in bad positions. Chasing kills into unwarded brush or past inhibitor turrets without teammates risks giving the enemy a shutdown bounty that brings them back into the game. When behind, Naafiri struggles because her kit relies on burst windows and sticking to targets. Without damage she cannot assassinate, and without gold she cannot survive the burst taken while engaging. Her role shifts from carry to setup and cleanup. She should stop forcing kills on full-health targets and instead look for enemies teammates have already chunked. Her E becomes a defensive escape tool rather than damage, saved for repositioning or dodging key abilities. Peeling for the actual carry using packmates and Q to slow harass divers becomes essential. Building defensively with items like Guardian Angel, Sterak's Gage, or Maw of Malmortius allows surviving burst for a second ability rotation. When behind, Naafiri must never engage onto enemies with full health and cooldowns available, as she will lose trades and get chased down. Face-checking brush or walking into unexplored territory invites ambushes she cannot scout. Splitting from the team when behind is fatal, as she cannot win 1v1 fights and getting caught grants the enemy free objectives. Staying grouped behind the frontline and waiting for enemy overextensions or mispositions offers the only path back into relevance.

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Champion Background

Lore / Identity / Text block

Background copy

Naafiri the Hound of a Hundred Bites fights alongside packmates that serve as her primary damage engine, applying on-hit effects and building bleed stacks on her targets. In ARAM: Mayhem, where AoE damage is constant, these packmates die frequently to enemy spells, making their management central to her gameplay. Players must resummon them and keep pressure on opponents while being mindful that enemy mages can wipe the entire pack with a single rotation. The packmates are not intelligent and will attack whatever target Naafiri hits with her abilities, meaning players must manually target backline champions if they want the dogs reaching squishier enemies rather than dashing into tanks. Her Q, Darkin Daggers, functions as her primary poke, execute, and sustain tool. It applies bleed stacks, and hitting an already-bleeding target deals bonus damage while healing her. This creates a rhythm of hitting once to apply and hitting again to punish, with the healing being vital for surviving poke wars in Mayhem. The skill shot travels through minions but only hits the first enemy champion in its path, allowing players to use minions to angle shots or hide the animation. Missing Q in a duel is catastrophic, as it loses the bleed, heal, and packmate activation simultaneously. W, Hounds' Pursuit, is a point-and-click gap closer that knocks up targets if Naafiri arrives with packmates. This distinction is critical: dashing without dogs available means dealing damage without crowd control, leaving her stuck in the enemy team with no escape. W should be used as follow-up after Q sends the dogs in, bridging the gap between poke range and melee threat zone. E, Eviscerate, serves as her reset button. This line-dash damages enemies and respawns all packmates at her new location, making it invaluable when AoE has wiped her dogs. It also functions as her primary escape tool, meaning using it offensively leaves her vulnerable to retaliation. Skilled enemies can predict her landing point and place crowd control there. R, The Call of the Pack, empowers her pack with increased damage and grants movement speed toward enemies. Takedowns spawn additional dogs, allowing her to chain kills across multiple targets in Mayhem's constant fighting. However, hard crowd control stops her momentum, and she is not invincible during the ultimate. Activating R without a viable target or path wastes the cooldown entirely. The strategic core of Naafiri in ARAM: Mayhem revolves around managing packmate uptime, timing engages around enemy cooldowns, and maintaining the bleed-and-heal rhythm while avoiding situations where her dogs are destroyed before they can contribute.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Naafiri in ARAM: Mayhem lives and dies by how she manages her pack and engages. The mode's chaos, constant Snowballs, and frequent teamfights magnify small errors, and one bad dash can leave you stranded under the enemy tower with no dogs to protect you. The most critical mechanical mistake is wasting Q poke when you have no packmates spawned. Your damage drops significantly because Q becomes a single slow projectile instead of a spread of daggers that zone and chunk, and you lose the execute pressure that makes Naafiri threatening. Wait for your packmates to be present before throwing Q, and use the time they are down to position safely or let your cooldowns refresh. Dashing in with E before Q lands or before packmates connect means you arrive at the target alone. Without your dogs surrounding them, you deal minimal damage and have no protection from return fire, which is how you get burst down instantly. E should follow the fight, not start it. Using W to engage into a full enemy team with crowd control ready commits you to a long dash animation where a single stun, root, or knock-up mid-flight stops you cold. Save W for targets that are already softened, isolated, or recently used their key cooldowns, and use Snowball to test their reaction first. Ignoring the packmate respawn timer and fighting constantly leaves you in extended fights with no dogs, making Naafiri a mediocre assassin who loses extended trades and cannot finish low-health targets. After a kill or trade, disengage briefly and give your packmates a moment to respawn before looking for the next fight. Miscalculating R reset potential and holding it too long means you wait for the perfect ult and never use it, or pop R when the fight is already lost. Use R early in a good engage to maximize the buff duration, as the speed and extra dogs help you reach targets and chain kills. Decision mistakes include chasing a low-health target deep under enemy tower early in the game. Towers in Mayhem are dangerous, and your packmates cannot tank tower shots for you. Recognize when the chase ends, and if a target reaches tower with enough health to survive one more Q, let them go. Engaging on the enemy tank or bruiser instead of the backline wastes your full combo into a target with high resistances and sustain. You are an assassin, so identify the squishy damage dealers and wait for their frontline to overextend or their backline to misposition. Fighting front-to-back without flanking or using Snowball angles makes you predictable and easy to shut down. Use the side brushes in ARAM or Snowball to minions for unexpected angles, as Naafiri excels at catching people off-guard. Overstaying after a kill when your health and cooldowns are low means the enemy respawns quickly, runs back, and catches you with no abilities. After a successful pick, assess your state and retreat to heal or shop if you are low and have no E or R. Ignoring enemy Snowball and telegraphed engage patterns leaves you vulnerable when your dash is down, so constantly sidestep and keep your E ready as an escape. Building pure damage into a team with heavy crowd control or burst gets you one-shot before you can output damage, so consider defensive options to survive long enough to reset. Naafiri rewards patience and precision, and the difference between a good Naafiri and a great one is knowing when to hold back, when to commit, and how to keep your pack alive through the chaos.

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FAQ

Naafiri

FAQ

Is Naafiri strong in ARAM: Mayhem? She is a strong pick because her pack mechanics and burst damage scale well into constant teamfighting. The Mayhem pace lets her reset dashes frequently, so she can dive backliners and escape before getting collapsed on. Just be careful if the enemy has heavy point-and-click crowd control, since that shuts down her mobility. What is Naafiri's main win condition in this mode? Your job is to find isolated targets and delete them before they get help from teammates. Look for enemies who just used their escape tools or wandered too far from their support. If you dive into a full five-man cluster without a lead, you will likely get blown up before your packmates do any real work. How do I use her ultimate effectively? Press R before you engage to spawn the extra packmates and gain the movement speed burst. Use that speed to close the gap, then dump your full combo on a squishy target. The ultimate resets on takedowns, so look for chained kills instead of using it to run away unless you are about to die.

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