ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T3 Rank #59

Shen ARAM Mayhem Build & Best Augments

Shen role and playstyle: baseline role is AP tank, 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 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.

Shen Shen the Eye of Twilight Fighter / Tank / Mage
TierT3
Rank#59
Win Rate50.58%
Pick Rate0.52%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

+40 Attack Damage +600 Health Cleave Attacks deal physical damage on-hit and to enemies behind the target. Titanic Crescent Empower your next Cleave to deal bonus physical damage On-Hit and deal bonus physical damage to enemies behind the target.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Dusk and Dawn Dusk and Dawn Dusk and Dawn
Total Price
3,100
Price
300

+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.

Win Rate54.19%
Pick Rate15.67%
#2
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

+40 Attack Damage +600 Health Cleave Attacks deal physical damage on-hit and to enemies behind the target. Titanic Crescent Empower your next Cleave to deal bonus physical damage On-Hit and deal bonus physical damage to enemies behind the target.

Win Rate64.39%
Pick Rate13.35%
#3
Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

+40 Attack Damage +600 Health Cleave Attacks deal physical damage on-hit and to enemies behind the target. Titanic Crescent Empower your next Cleave to deal bonus physical damage On-Hit and deal bonus physical damage to enemies behind the target.

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%.

Dusk and Dawn Dusk and Dawn Dusk and Dawn
Total Price
3,100
Price
300

+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.

Win Rate49.23%
Pick Rate13.14%

Situational itemstop 12

Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

+40 Attack Damage +600 Health Cleave Attacks deal physical damage on-hit and to enemies behind the target. Titanic Crescent Empower your next Cleave to deal bonus physical damage On-Hit and deal bonus physical damage to enemies behind the target.

55.38%
Dusk and Dawn Dusk and Dawn Dusk and Dawn
Total Price
3,100
Price
300

+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.

53.58%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

56.90%
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

57.88%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.

54.28%
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%.

50.00%
Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.

54.43%
Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).

55.48%
Overlord's Bloodmail Overlord's Bloodmail Overlord's Bloodmail
Total Price
3,300
Price
1,000

+30 Attack Damage +550 Health Tyranny Gain 2.5% of your bonus Health as Attack Damage. Retribution Gain up to 12% increased Attack Damage based on your percent missing Health.

56.52%
Iceborn Gauntlet Iceborn Gauntlet Iceborn Gauntlet
Total Price
2,900
Price
800

+300 Health +50 Armor +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit and creates a frost field for 2s that Slows.

60.19%
Randuin's Omen Randuin's Omen Randuin's Omen
Total Price
2,700
Price
800

+350 Health +75 Armor Resilience Receive 30% less damage from Critical Strikes. Humility Slow nearby enemies by 70% for 2 seconds.

49.17%
Kaenic Rookern Kaenic Rookern Kaenic Rookern
Total Price
2,900
Price
800

+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.

55.72%

Starting items

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

+350 Health

59.51%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

59.51%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

54.63%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

54.63%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

54.63%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.

52.53%
Tiamat Tiamat Tiamat
Total Price
1,200
Price
500

+20 Attack Damage Cleave Attacks deal physical damage to nearby enemies. Crescent Deal physical damage to enemies around you.

52.53%

Core items

#1
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.

Win Rate54.54%
Pick Rate16.27%
#2
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Hollow Radiance Hollow Radiance Hollow Radiance
Total Price
2,800
Price
650

+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.

Win Rate57.92%
Pick Rate10.52%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).

Win Rate53.92%
Pick Rate7.31%

Situational itemstop 12

Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

54.32%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

54.44%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.

51.36%
Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.

54.97%
Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).

55.46%
Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

+40 Attack Damage +600 Health Cleave Attacks deal physical damage on-hit and to enemies behind the target. Titanic Crescent Empower your next Cleave to deal bonus physical damage On-Hit and deal bonus physical damage to enemies behind the target.

55.11%
Hollow Radiance Hollow Radiance Hollow Radiance
Total Price
2,800
Price
650

+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.

55.90%
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%.

52.42%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.

55.50%
Kaenic Rookern Kaenic Rookern Kaenic Rookern
Total Price
2,900
Price
800

+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.

55.53%
Randuin's Omen Randuin's Omen Randuin's Omen
Total Price
2,700
Price
800

+350 Health +75 Armor Resilience Receive 30% less damage from Critical Strikes. Humility Slow nearby enemies by 70% for 2 seconds.

49.17%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Total Price
3,200
Price
650

+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.

51.08%

Starting items

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

+350 Health

55.22%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

55.22%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

55.47%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

55.47%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

55.47%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

50.43%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.

50.43%
Crystalline Bracer Crystalline Bracer Crystalline Bracer
Total Price
800
Price
100

+200 Health 100% Base Health Regen

50.43%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Upgrade Thornmail Upgrade Thornmail Upgrade Thornmail Silver
Rarity
Silver
Tier
T3
Win Rate
57.79%
Pick Rate
4.99%
Games
770

Upgrades Bramble Vest and Thornmail , empowering Thorns to generate a protective shell around you. The shell is broken by the next enemy champion to use a basic attack on-hit against you, which causes them to take 50 – 250 (based on level) (+ 30% armor) (+ 30% magic resistance) (+ 12% maximum health) magic damage . Shell regenerates after 20 – 5 (based on level) seconds of being out-of-combat with enemy champions.

View augment details
SilverT157.79%4.99%770
Quest: Icathia's Fall Quest: Icathia's Fall Quest: Icathia's Fall Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
57.23%
Pick Rate
6.13%
Games
947

Gain Bami's Cinder . You can now purchase Hollow Radiance and Sunfire Aegis in spite of the item limit imposed by Immolate . Quest: Obtain Hollow Radiance and Sunfire Aegis . Reward: Upon completing your Quest , convert the items you obtained for the quest into Void Immolation . Void Immolation counts as 2 Burn effect sources.

View augment details
PrismaticT157.23%6.13%947
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
55.98%
Pick Rate
20.02%
Games
3,092

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
GoldT155.98%20.02%3,092
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
55.67%
Pick Rate
14.84%
Games
2,292

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
GoldT155.67%14.84%2,292
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
54.84%
Pick Rate
6.29%
Games
972

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

View augment details
GoldT154.84%6.29%972
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
54.29%
Pick Rate
13.12%
Games
2,026

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

View augment details
GoldT154.29%13.12%2,026
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.14%
Pick Rate
7.20%
Games
1,112

Surrounds you in flames, causing you to apply a Burn every second to enemy champions within 500 units for 3 seconds that deals magic damage equal to [ 0. 6 6 % of your maximum health per second.] This Burn stacks infinitely and refreshes with each application.

View augment details
PrismaticT154.14%7.20%1,112
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
53.99%
Pick Rate
11.46%
Games
1,769

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

View augment details
SilverT153.99%11.46%1,769
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
53.21%
Pick Rate
7.97%
Games
1,231

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
PrismaticT153.21%7.97%1,231
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.76%
Pick Rate
4.22%
Games
652

Basic attacks on-hit deal ( 20 – 40 / 10 – 20) (based on level) (+ ( 25% / 20%) bonus armor) bonus true damage . Additionally, gain 50% bonus attack speed .

View augment details
PrismaticT152.76%4.22%652
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.43%
Pick Rate
8.11%
Games
1,253

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

View augment details
PrismaticT152.43%8.11%1,253
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
51.27%
Pick Rate
12.48%
Games
1,927

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

View augment details
GoldT151.27%12.48%1,927
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
51.11%
Pick Rate
5.25%
Games
810

Upgrades Bami's Cinder , Hollow Radiance , Sunfire Aegis , and Void Immolation , empowering Immolate to additionally grant you 12 per tick for each enemy champion afflicted by its effect. Additionally, gain 250 .

View augment details
SilverT151.11%5.25%810
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
51.07%
Pick Rate
13.33%
Games
2,058

Immobilizing or grounding an enemy champion grants you 6 bonus Attack Damage or 10 Ability Power ( Adaptive ), stacking infinitely (5 second cooldown per cast instance ). Lose 50% of stacks on death.

View augment details
SilverT151.07%13.33%2,058
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
51.00%
Pick Rate
4.20%
Games
649

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

View augment details
GoldT151.00%4.20%649
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
50.96%
Pick Rate
4.38%
Games
677

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
SilverT150.96%4.38%677
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
50.77%
Pick Rate
7.10%
Games
1,097

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

View augment details
GoldT150.77%7.10%1,097
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
50.45%
Pick Rate
4.37%
Games
674

Immobilizing or grounding an enemy champion grants 10 bonus armor and bonus magic resistance for 10 seconds, stacking up to 10 times for a total of 100 bonus resistances, and refreshing on subsequent triggers (5 second cooldown per cast instance ).

View augment details
SilverT150.45%4.37%674
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
49.75%
Pick Rate
3.85%
Games
595

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
GoldT149.75%3.85%595
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
49.72%
Pick Rate
15.97%
Games
2,466

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

View augment details
GoldT149.72%15.97%2,466
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
49.53%
Pick Rate
6.83%
Games
1,054

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT149.53%6.83%1,054
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
49.33%
Pick Rate
5.29%
Games
817

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
SilverT149.33%5.29%817
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
49.33%
Pick Rate
4.81%
Games
742

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT149.33%4.81%742
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
49.21%
Pick Rate
5.36%
Games
827

Immobilizing or grounding an enemy champion heals you for 30 – 250 (based on level) (+ 1. 5 % maximum health) (5 second cooldown per cast instance ).

View augment details
SilverT149.21%5.36%827
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
49.03%
Pick Rate
5.02%
Games
775

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

View augment details
GoldT149.03%5.02%775
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.01%
Pick Rate
4.93%
Games
761

Immobilizing or grounding an enemy champion grants a shield for 3 seconds that absorbs 150 – 450 (based on level) (+ 4% maximum health) damage (5 second cooldown per cast instance ). Shields can stack between multiple triggers of this effect, though not refreshing the duration of previous shields.

View augment details
PrismaticT149.01%4.93%761
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
47.64%
Pick Rate
4.12%
Games
636

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
GoldT147.64%4.12%636
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
47.58%
Pick Rate
5.61%
Games
866

Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing.

View augment details
GoldT147.58%5.61%866
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
46.47%
Pick Rate
4.68%
Games
723

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
GoldT146.47%4.68%723
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
59.03%
Pick Rate
2.40%
Games
371

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
GoldT259.03%2.40%371
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
56.50%
Pick Rate
2.14%
Games
331

Gain 2 Stat Anvils .

View augment details
SilverT256.50%2.14%331
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
54.97%
Pick Rate
3.32%
Games
513

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

View augment details
SilverT254.97%3.32%513
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
54.28%
Pick Rate
2.65%
Games
409

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
GoldT254.28%2.65%409
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
54.10%
Pick Rate
2.13%
Games
329

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
GoldT254.10%2.13%329
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
53.76%
Pick Rate
2.24%
Games
346

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
GoldT253.76%2.24%346
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
53.70%
Pick Rate
1.66%
Games
257

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

View augment details
GoldT253.70%1.66%257
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
53.31%
Pick Rate
3.33%
Games
514

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

View augment details
GoldT253.31%3.33%514
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
52.68%
Pick Rate
2.05%
Games
317

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
SilverT252.68%2.05%317
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.60%
Pick Rate
2.12%
Games
327

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

View augment details
PrismaticT252.60%2.12%327
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
52.40%
Pick Rate
1.76%
Games
271

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
SilverT252.40%1.76%271
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.27%
Pick Rate
2.28%
Games
352

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
PrismaticT252.27%2.28%352
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
52.19%
Pick Rate
3.10%
Games
479

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

View augment details
GoldT252.19%3.10%479
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
51.78%
Pick Rate
2.73%
Games
421

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
GoldT251.78%2.73%421
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.60%
Pick Rate
2.42%
Games
374

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

View augment details
PrismaticT251.60%2.42%374
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
51.09%
Pick Rate
1.79%
Games
276

Grants 60 ability haste .

View augment details
GoldT251.09%1.79%276
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
51.01%
Pick Rate
2.88%
Games
445

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
GoldT251.01%2.88%445
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
50.61%
Pick Rate
2.67%
Games
413

Grants 60% bonus attack speed .

View augment details
SilverT250.61%2.67%413
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
50.59%
Pick Rate
2.20%
Games
340

Grants 20% heal and shield power .

View augment details
SilverT250.59%2.20%340
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
50.59%
Pick Rate
1.65%
Games
255

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
SilverT250.59%1.65%255
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
50.54%
Pick Rate
1.79%
Games
277

Gain 15% omnivamp .

View augment details
SilverT250.54%1.79%277
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.42%
Pick Rate
2.32%
Games
359

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
PrismaticT250.42%2.32%359
Mighty Shield Mighty Shield Mighty Shield Silver
Rarity
Silver
Tier
T5
Win Rate
49.78%
Pick Rate
2.90%
Games
448

Gain 40 – 100 (based on level) adaptive force for 3 seconds upon gaining a shield (5 second cooldown).

View augment details
SilverT249.78%2.90%448
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
49.65%
Pick Rate
1.85%
Games
286

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
GoldT249.65%1.85%286
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.55%
Pick Rate
2.17%
Games
335

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
PrismaticT249.55%2.17%335
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.42%
Pick Rate
2.23%
Games
344

Immobilizing or grounding an enemy champion summons a comet above them that lands at their current location after 1 second, dealing 50 – 150 (based on level) (+ 40% AP) (+ 4% of your maximum health) magic damage to enemies within the area (6 second cooldown per target per cast instance ).

View augment details
PrismaticT249.42%2.23%344
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
49.40%
Pick Rate
3.25%
Games
502

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
GoldT249.40%3.25%502
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
49.36%
Pick Rate
2.02%
Games
312

Gain 1750 upon acquiring this augment.

View augment details
GoldT249.36%2.02%312
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
49.36%
Pick Rate
2.52%
Games
389

Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death).

View augment details
GoldT249.36%2.52%389
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
49.12%
Pick Rate
3.30%
Games
509

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

View augment details
SilverT249.12%3.30%509
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
48.67%
Pick Rate
2.67%
Games
413

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
GoldT248.67%2.67%413
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
48.07%
Pick Rate
2.68%
Games
414

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

View augment details
PrismaticT248.07%2.68%414
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
47.75%
Pick Rate
2.16%
Games
333

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
GoldT247.75%2.16%333
Upgrade Sheen Upgrade Sheen Upgrade Sheen Gold
Rarity
Gold
Tier
T4
Win Rate
47.19%
Pick Rate
3.23%
Games
498

Upgrades all Spellblade items, empowering the passive effect to deal additional bonus physical damage equal to 4% of the target's maximum health and heal you for 3. 5 % of your maximum health . Additionally, gain 250 .

View augment details
GoldT247.19%3.23%498
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
46.15%
Pick Rate
2.53%
Games
390

Immobilizing or grounding an enemy champion inflicts them with a Burn for 5 seconds, dealing magic damage equal to [ 0. 8 % of the target's maximum health per second] (5 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application.

View augment details
SilverT246.15%2.53%390
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
45.95%
Pick Rate
1.92%
Games
296

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT245.95%1.92%296
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
45.42%
Pick Rate
1.84%
Games
284

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

View augment details
GoldT245.42%1.84%284
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
43.39%
Pick Rate
2.60%
Games
401

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
GoldT243.39%2.60%401
Master of Duality Master of Duality Master of Duality Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.37%
Pick Rate
2.54%
Games
392

Basic attacks on-hit grant 6 – 18 (based on level) ability power and damaging abilities once per cast instance grant 3 – 9 (based on level) bonus attack damage , lasting for 5 seconds, with the duration of both refreshing on subsequent hits, and stacking infinitely.

View augment details
PrismaticT243.37%2.54%392
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.30%
Pick Rate
1.41%
Games
217

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
PrismaticT355.30%1.41%217
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
54.07%
Pick Rate
0.87%
Games
135

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
PrismaticT354.07%0.87%135
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.38%
Pick Rate
0.96%
Games
148

获得魄罗之王的弹跳!魄罗之王的弹跳:变形为【魄罗之王】3秒!你现在处于不可阻挡和幽灵状态。获得?伤害减免和?移动速度,但被沉默且无法攻击。此外,每1秒都会弹跳,在着陆时对附近的敌方英雄们造成?物理伤害和击退。【魄罗之王】的每次施放仅能对同一敌人造成一次击退。已防止的伤害:?已造成的伤害:?被弹跳的敌人数:?

View augment details
PrismaticT353.38%0.96%148
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
52.28%
Pick Rate
1.28%
Games
197

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
GoldT352.28%1.28%197
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
51.64%
Pick Rate
0.79%
Games
122

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

View augment details
GoldT351.64%0.79%122
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
51.14%
Pick Rate
1.14%
Games
176

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

View augment details
SilverT351.14%1.14%176
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
50.91%
Pick Rate
1.07%
Games
165

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

View augment details
SilverT350.91%1.07%165
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
50.72%
Pick Rate
1.35%
Games
209

Your heals and shields cause you to fire a missile to the nearest enemy unit within 650 units over 0. 32 seconds, applying a Burn upon arrival that deals magic damage equal to 0. 2 % of the target's maximum health every second over 5 seconds, for a total of 1% (1. 5 -second cooldown). The Burn's per-tick damage increases to up to 0. 8 % of the target's maximum health based on the relative value of the triggering heal or shield against the maximum health of the ally recipient, for a total maximum damage of 4% of the target's maximum health .

View augment details
GoldT350.72%1.35%209
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.67%
Pick Rate
1.46%
Games
225

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
PrismaticT350.67%1.46%225
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
50.43%
Pick Rate
0.76%
Games
117

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
GoldT350.43%0.76%117
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
50.26%
Pick Rate
1.25%
Games
193

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

View augment details
GoldT350.26%1.25%193
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.26%
Pick Rate
1.26%
Games
195

Replace a summoner spell with Laser Heal . Laser Heal: Channel for up to 2. 5 seconds to project an energy beam in the target direction, during which you can steer the beam in the direction of the cursor. The beam heals you and allies within for 200 – 550 (based on level) (+ 70% AP) (+ 50% bonus health) and deals 100 – 350 (based on level) (+ 50% AP) magic damage to enemies within, both over the duration. Enemies hit are also slowed by 20%. Laser Heal can be recast during the channel to end it early. Healing granted by the laser counts as self-healing.

View augment details
PrismaticT350.26%1.26%195
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
49.58%
Pick Rate
0.77%
Games
119

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
GoldT349.58%0.77%119
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
49.53%
Pick Rate
1.39%
Games
214

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT349.53%1.39%214
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
49.02%
Pick Rate
1.32%
Games
204

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
GoldT349.02%1.32%204
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
48.54%
Pick Rate
1.33%
Games
206

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT348.54%1.33%206
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.09%
Pick Rate
1.19%
Games
183

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
PrismaticT348.09%1.19%183
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
48.00%
Pick Rate
1.13%
Games
175

Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance .

View augment details
SilverT348.00%1.13%175
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.50%
Pick Rate
1.04%
Games
160

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT347.50%1.04%160
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.18%
Pick Rate
1.26%
Games
195

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

View augment details
PrismaticT347.18%1.26%195
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
46.53%
Pick Rate
0.93%
Games
144

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
GoldT346.53%0.93%144
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
46.15%
Pick Rate
1.01%
Games
156

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
SilverT346.15%1.01%156
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
46.05%
Pick Rate
0.98%
Games
152

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
SilverT346.05%0.98%152
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
44.93%
Pick Rate
1.47%
Games
227

Basic attacks generate a stack, up to 2 times. At 2 stacks, your next basic attack consumes all stacks to apply on-hit effects again at 150% effectiveness.

View augment details
GoldT344.93%1.47%227
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
44.91%
Pick Rate
1.08%
Games
167

Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown).

View augment details
SilverT344.91%1.08%167
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
44.00%
Pick Rate
0.97%
Games
150

Grants 18% armor penetration and magic penetration .

View augment details
GoldT344.00%0.97%150
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
43.79%
Pick Rate
0.99%
Games
153

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
PrismaticT343.79%0.99%153
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
42.86%
Pick Rate
1.50%
Games
231

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
GoldT342.86%1.50%231
Windspeaker's Blessing Windspeaker's Blessing Windspeaker's Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
42.65%
Pick Rate
1.32%
Games
204

Your or allies' heals and shields on yourself, or your heals and shields on allies, grant the target 30 – 60 (based on level) bonus armor and bonus magic resistance for 3 seconds.

View augment details
PrismaticT342.65%1.32%204
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
42.14%
Pick Rate
0.91%
Games
140

Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power .

View augment details
GoldT342.14%0.91%140
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
41.95%
Pick Rate
1.13%
Games
174

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
SilverT341.95%1.13%174
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
41.94%
Pick Rate
0.80%
Games
124

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

View augment details
GoldT341.94%0.80%124
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.66%
Pick Rate
1.18%
Games
182

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT340.66%1.18%182
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.29%
Pick Rate
0.90%
Games
139

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

View augment details
PrismaticT340.29%0.90%139
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
39.46%
Pick Rate
1.44%
Games
223

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
PrismaticT339.46%1.44%223
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
38.38%
Pick Rate
1.28%
Games
198

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

View augment details
PrismaticT338.38%1.28%198
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
60.71%
Pick Rate
0.36%
Games
56

Replace a summoner spell with Feel the Burn . Feel the Burn: Casts both Exhaust and Ignite on all enemy champions within 800 units, with the former having its slow strength increased to 50% and the latter modified to deal 70 – 410 (based on level) true damage over the duration. This effect counts as a Burn source.

View augment details
PrismaticT460.71%0.36%56
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
59.65%
Pick Rate
0.37%
Games
57

你的敌人消失信号将发射一个飞弹至被信号标记的位置,这个飞弹会对敌人造成? + 10%已损失生命值的魔法伤害并治疗友军? + 10%已损失生命值。

View augment details
PrismaticT459.65%0.37%57
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
56.90%
Pick Rate
0.38%
Games
58

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

View augment details
SilverT456.90%0.38%58
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
56.70%
Pick Rate
0.63%
Games
97

Grants 3 random Dragon Souls .

View augment details
PrismaticT456.70%0.63%97
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.56%
Pick Rate
0.70%
Games
108

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
PrismaticT455.56%0.70%108
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
54.93%
Pick Rate
0.46%
Games
71

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

View augment details
SilverT454.93%0.46%71
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
53.73%
Pick Rate
0.43%
Games
67

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

View augment details
GoldT453.73%0.43%67
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
53.57%
Pick Rate
0.36%
Games
56

Gain Leona's Sunlight . Sunlight: Your damaging abilities mark enemies, causing them to take 40 – 200 (based on level) bonus magic damage from your ally's next basic attack or ability hit against them (0. 75 -second cooldown per target).

View augment details
GoldT453.57%0.36%56
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
53.51%
Pick Rate
0.74%
Games
114

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

View augment details
SilverT453.51%0.74%114
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
53.49%
Pick Rate
0.56%
Games
86

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

View augment details
SilverT453.49%0.56%86
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
53.21%
Pick Rate
0.71%
Games
109

Your basic attacks launch a bolt at the target that fires after a 0. 225 -second delay on-attack , deals 40% of the triggering attack's pre-mitigation damage, and applies on-hit effects at 40% effectiveness. Additionally, increase your total attack speed by 10% .

View augment details
PrismaticT453.21%0.71%109
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
51.56%
Pick Rate
0.41%
Games
64

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

View augment details
SilverT451.56%0.41%64
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.46%
Pick Rate
0.67%
Games
103

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
PrismaticT451.46%0.67%103
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
50.59%
Pick Rate
0.55%
Games
85

Increases attack damage by 20% .

View augment details
SilverT450.59%0.55%85
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
50.52%
Pick Rate
0.63%
Games
97

Grants 50% critical strike chance .

View augment details
GoldT450.52%0.63%97
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.53%
Pick Rate
0.69%
Games
107

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
PrismaticT449.53%0.69%107
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.81%
Pick Rate
0.54%
Games
84

Your champion abilities deal 35% increased damage and you gain 70 ability haste and 35% increased healing and shielding from all sources, but your ultimate ability is permanently sealed .

View augment details
PrismaticT448.81%0.54%84
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.53%
Pick Rate
0.44%
Games
68

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

View augment details
PrismaticT448.53%0.44%68
Earthwake Earthwake Earthwake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.69%
Pick Rate
0.42%
Games
65

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
PrismaticT447.69%0.42%65
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
47.31%
Pick Rate
0.60%
Games
93

Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap

View augment details
SilverT447.31%0.60%93
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.30%
Pick Rate
0.48%
Games
74

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
PrismaticT447.30%0.48%74
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
46.81%
Pick Rate
0.61%
Games
94

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
SilverT446.81%0.61%94
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
44.44%
Pick Rate
0.47%
Games
72

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
SilverT444.44%0.47%72
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
44.32%
Pick Rate
0.57%
Games
88

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

View augment details
GoldT444.32%0.57%88
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
43.68%
Pick Rate
0.56%
Games
87

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
PrismaticT443.68%0.56%87
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.64%
Pick Rate
0.36%
Games
55

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
PrismaticT443.64%0.36%55
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.55%
Pick Rate
0.40%
Games
62

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
PrismaticT443.55%0.40%62
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
42.59%
Pick Rate
0.35%
Games
54

Basic attacks deal bonus physical damage equal to 75% AP .

View augment details
GoldT442.59%0.35%54
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.53%
Pick Rate
0.56%
Games
87

Replace a summoner spell with Droppybara . Droppybara: Call upon a massive capybara to land down at the target location after 2. 5 seconds, dealing true damage equal to the 30% of the target's maximum health to enemies within a 650 radius. Deals 70% damage to minions. This augment is only offered to up to 1 player on each team for a given game.

View augment details
PrismaticT442.53%0.56%87
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
42.00%
Pick Rate
0.65%
Games
100

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
GoldT442.00%0.65%100
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.98%
Pick Rate
0.52%
Games
81

Upgrades Sword of Blossoming Dawn , empowering Peppermint to have its healing increased by 250%. Additionally, you gain 100% bonus attack speed , but your basic attacks against champions now deal 50% damage.

View augment details
PrismaticT441.98%0.52%81
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
41.27%
Pick Rate
0.41%
Games
63

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

View augment details
SilverT441.27%0.41%63
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
41.00%
Pick Rate
0.65%
Games
100

Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) .

View augment details
SilverT441.00%0.65%100
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
40.74%
Pick Rate
0.52%
Games
81

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
SilverT440.74%0.52%81
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
38.89%
Pick Rate
0.35%
Games
54

Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast.

View augment details
GoldT438.89%0.35%54
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
37.50%
Pick Rate
0.57%
Games
88

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

View augment details
GoldT437.50%0.57%88
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
32.35%
Pick Rate
0.44%
Games
68

Upon dropping below 35% of your maximum health , you knock back all enemies within a 500 radius by 750 units and slow them by 90% for 1. 5 seconds (25 second cooldown, resets upon death).

View augment details
SilverT432.35%0.44%68

Shen Skill Combos

Extracted from the skill order guide

Skill Order
QEW

Normal order: R whenever possible, then Q > E > W.

RQEW

R > Q > E > W when your team needs Shen to frontline, punish oversteps, and still have enough damage to matter after the taunt.

RQWE

Tank, protection, or anti-dive augments: R > Q > E > W in most games, or R > Q > W > E when W is clearly deciding fights.

REQW

Full peel setup: R > E > Q > W only when your team has a hard carry and you are not expected to deal damage.

Shen Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Shen counters these champions in ARAM: Mayhem.

Master Yi Master Yi Master Yi T1
Tier
T1
Rank
#18
Win Rate
52.96%
Pick Rate
0.73%

Master Yi is a melee reset carry who wants one clean opening, then turns a fight into a chase. He farms damage through repeated autos, uses Alpha Strike to dodge key hits or follow low-health targets, and looks strongest when enemies have already spent their crowd control. In ARAM: Mayhem, the constant fighting gives Yi more chances to snowball, but it also exposes his biggest weakness: he is easy to punish before he commits or right after Alpha Strike ends. Play him like a finisher, not a frontliner. Wait for cooldowns, enter from the side, clean up the first target, then use resets and movement speed to keep the fight rolling. View champion guide

Tryndamere Tryndamere Tryndamere T2
Tier
T2
Rank
#33
Win Rate
51.66%
Pick Rate
0.39%

Tryndamere is a melee carry who wins by forcing messy close-range fights, stacking up damage, then staying alive just long enough to finish the job. His signature pattern is simple: look for a weak target, spin into range, commit hard, and use his death-denial window to keep swinging when most champions would have to back off. In ARAM: Mayhem, Tryndamere has less room to split or farm quietly, so he plays more like a fearless cleanup brawler. Snowball, flank angles, and augment choices matter a lot because walking straight through five champions usually gets punished. Pick your engage when key crowd control is down, chase low-health carries, and save your big commitment for the moment the enemy team has already spent their best peel. He is entry-level in concept but still needs discipline. If you go in too early, you burn your survival tools and die after the fight ends. If you wait for the first enemy mistake, Tryndamere can turn a cramped bridge fight into a fast reset-style cleanup where every extra second of uptime matters. View champion guide

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

Samira Samira Samira T5
Tier
T5
Rank
#150
Win Rate
46.68%
Pick Rate
0.63%

Samira the Desert Rose Samira is a high-octane hybrid marksman designed to style on enemies through close-range combat and ability weaving. She occupies a unique space between an AD carry and an assassin, relying on her Style meter to unlock her devastating ultimate. Her entire kit rewards aggressive play and rapid input execution, making her one of the most adrenaline-heavy picks in the game. In ARAM: Mayhem, Samira thrives because the constant fighting accelerates her entire game plan. The single-lane format removes her biggest weakness—getting kited or flanked in side lanes—and replaces it with non-stop targets for her dashes and ultimate. She builds Style faster here than in any other mode, letting her fire Inferno Trigger repeatedly throughout a single extended teamfight. Her signature pattern is simple but demanding: stack abilities and auto-attacks to reach Style grade S, then unleash her ultimate for massive area-of-effect damage and healing. Miss the timing or get interrupted, and she pops. Land it, and she turns a messy brawl into a pentakill highlight. View champion guide

Katarina Katarina Katarina T5
Tier
T5
Rank
#167
Win Rate
44.05%
Pick Rate
0.62%

Katarina the Sinister Blade Katarina is a reset-based assassin who turns teamfights into chain reactions. Her entire identity revolves around securing takedinds to refresh her cooldowns and reposition using her Daggers. In ARAM: Mayhem, she becomes a high-octane cleanup machine where the constant fighting gives her far more reset opportunities than Summoner's Rift. She functions as a melee AP carry who wants to dive the backline. Unlike burst mages who dump their kit and retreat, Katarina stays in the fight. One reset leads to another, and a low-health enemy team can vanish in seconds if she finds her rhythm. Her signature pattern is simple but demanding: throw a Dagger, Shunpo to a target or Dagger, trigger the Dagger's spin damage, and channel Death Lotus on clustered enemies. When someone dies, her basic abilities come back up instantly. In Mayhem's chaotic environment, you will often see her teleport three or four times in a single extended skirmish. The key adjustment for this mode is patience. Mayhem accelerates everything, so the temptation to engage immediately is strong. But Katarina still needs to wait for crowd control to be spent and for enemies to drop to kill range. Her damage is terrifying, but she dies fast if she goes in too early. View champion guide

Read counter details

Countered By

6

Shen is countered by these champions in ARAM: Mayhem.

Morgana Morgana Morgana T1
Tier
T1
Rank
#32
Win Rate
52.56%
Pick Rate
1.14%

Morgana is a control mage-support who wins ARAM: Mayhem by catching one target, protecting the right ally, and making tight spaces miserable for the enemy team. Her signature pattern is simple: land a binding, drop her damage zone under the trapped target, then use her spell shield to block the counter-engage or protect whoever is stepping forward. In Mayhem, fights break out faster and augments can make engages much harder to read, so Morgana is strongest when she plays patiently instead of fishing nonstop. Hold key choke points, punish enemies who walk too straight, and save your shield for the spell that actually starts the fight. If you miss your catch tool, back up and reset; if you land it, your team gets a clean window to burst, follow up, or force the enemy frontline to retreat. View champion guide

Vayne Vayne Vayne T1
Tier
T1
Rank
#7
Win Rate
54.56%
Pick Rate
0.94%

Vayne is a short-ranged marksman built for duels, tank killing, and late-fight cleanups. Her pattern is simple to understand but hard to play well: keep moving, land repeated attacks on the same target, use Tumble to dodge or chase, and punish enemies who stand near walls with Condemn. She is not a safe poke champion. She wants space, patience, and a good moment to turn the fight. In ARAM: Mayhem, Vayne is sharper but riskier. The constant brawling gives her plenty of targets to shred, and augments can help cover her usual weaknesses with more damage, mobility, or survival. The problem is that the map is crowded and engage comes fast, so one bad step can get her deleted before she deals damage. Play her like a hunter, not a turret: wait for key crowd control to miss, kite from the edge, then commit when the enemy front line is stuck chasing you. View champion guide

Trundle Trundle Trundle T3
Tier
T3
Rank
#125
Win Rate
49.03%
Pick Rate
0.31%

Trundle the Troll King Trundle is a tanky fighter who wins fights by stealing stats and controlling space. His entire identity revolves around Chomp for sustained damage and Pillar of Ice for disruption. He excels at shutting down immobile champions and dueling anyone foolish enough to fight him in his domain. In ARAM: Mayhem, Trundle shifts from a niche counter-pick to a consistent lane bully. The single-lane format guarantees he always has targets for Pillar, and the constant fighting lets him keep his attack speed buff stacked. He acts as a frontline anchor who creates openings with terrain abuse rather than raw engage range. His signature pattern is simple: isolate a target with Pillar, close the gap, and beat them down while their stats drain into him. Mayhem's pacing favors this playstyle because teams are constantly clumped, giving his ultimate high value on tanky comps. If you like winning 1v1s and making enemies rage at pathing, this is your pick. 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

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

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

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

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

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Shen Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Shen Shen Shen T3
Tier
T3
Rank
#59
Win Rate
50.58%
Pick Rate
0.52%

Shen is a defensive tank and team protector who wins fights by being in the right place at the right time. He soaks pressure up front, blocks key basic attacks with his spirit blade, and uses taunt engages to lock down priority targets. His signature pattern is simple: hold a safe frontline, punish enemies who step too far forward, then turn fights with a clutch shield for an ally under threat. In ARAM: Mayhem, the constant 5v5 brawling makes Shen more active than usual. He does not need to hunt side-lane plays; he gets value by chaining peel, short engages, and emergency saves in the middle of the lane. Pick Shen when your team needs a steady initiator who can also protect carries. Play patiently, because a missed taunt can leave you exposed, but a well-timed engage or shield can flip the whole fight. View champion guide

Synergy mechanism: Shen is at his best when an ally commits first and forces the enemy team to look one direction. His shield lets that diver survive the first burst, and his arrival turns a risky dive into a numbers advantage. The taunt then locks targets in place long enough for the diver to finish the job instead of getting peeled off. Combo: Let the diver start when a priority target steps past their front line. Shen shields the diver during the enemy’s burst window, lands near the fight, then taunts across the carry or the peel support. If the diver has reset damage, Shen should hold taunt until the first target is low or trying to flash out, not waste it on the tank at the start. Best scenario: This pairing shines against poke or backline-heavy teams that rely on spacing. Once the diver reaches their carries, Shen makes the engage much harder to punish. Champions that want to jump deep, clean up low-health targets, or force chaotic skirmishes gain huge value from having Shen cover their first mistake. Enemy answer: The enemy can disengage the diver before Shen arrives, spread out so taunt only hits one target, or save displacement and silence effects for Shen’s landing. They can also bait the shield with a fake engage, then re-engage after Shen has committed. Failure risk and recovery: The play fails if the diver goes in without damage nearby or if Shen channels onto someone who is already doomed. Recover by treating the first dive as a pressure tool, not a death pact. If the ally is too deep, Shen can instead stay with the backline, taunt the counter-engage, and look for the next engage after enemy cooldowns are spent. 2. Hypercarries and sustained DPS marksmen Synergy mechanism: Shen gives carries room to stand and hit. His defensive zone is especially useful when enemies need basic attacks to finish a target, and his taunt punishes assassins or bruisers who overcommit onto the carry. The carry supplies what Shen lacks: steady ranged damage that converts his peel into kills. Combo: Shen should position slightly ahead and to the side of the carry, not directly on top of them. When an enemy diver enters, Shen drops protection around the carry’s fighting space, then taunts through the diver toward the enemy team if possible. That angle both peels the first threat and threatens the second wave of engage. Best scenario: This is strongest when your carry has enough range or ramping damage to punish enemies walking forward. Shen does not need to force every fight. He can let the carry hit the front line, then use taunt only when the enemy commits hard enough that they cannot easily back out. Enemy answer: Enemies will try to split Shen from the carry with long-range crowd control, poke the carry before the all-in, or attack from multiple angles so one taunt cannot cover everything. They may also wait for Shen to use taunt offensively, then dive the carry while he is displaced from his team. Failure risk and recovery: The main failure is over-engaging while the carry is still clearing minions, low on health, or zoned by poke. If that happens, Shen becomes isolated and the carry cannot follow. Recover by slowing the fight down: body block, protect the carry’s next few autos, and save the next taunt for peel instead of chase. 3. Area damage mages and wombo follow-up Synergy mechanism: Shen’s taunt is a clean setup for delayed area damage. He does not need to kill targets himself; he needs to make enemies stand in the wrong place for just long enough. Mages with ground zones, delayed bursts, or narrow skillshots love a target that has to path predictably after being taunted. Combo: The mage places damage where the enemy must move, then Shen taunts through the front edge of that zone. If Shen goes first, the mage should cast on the taunt endpoint rather than the starting point, because enemies often get dragged into a new position. The cleanest version is Shen threatening from fog or brush, forcing enemies to choose between dodging mage damage and eating taunt. Best scenario: This pairing is brutal on narrow bridge fights where enemy carries hide behind tanks. Shen can punish the front line stepping too far forward, and the mage can layer damage so the enemy team cannot simply walk past him. It also works well when your team has wave clear, because Shen gets more angles once minion pressure is handled. Enemy answer: The enemy can hold spacing, bait Shen’s taunt with a tank, or use shields and disengage after the first damage zone appears. Mobile carries may dash out after Shen commits, leaving him inside enemy range with no real follow-up. Failure risk and recovery: The combo fails when Shen taunts before the mage is in range or when the mage throws damage too early and zones nobody. Recover by using Shen’s threat to herd enemies instead of forcing the hit. Stand in a flank pocket, make the enemy respect taunt, and let the mage win the poke war until a better angle appears. 4. Enchanters and anti-poke supports Synergy mechanism: Shen gives protection against hard commit, while enchanters patch his weakness into repeated poke and extended chip damage. Together they create a front-to-back shell: Shen blocks or taunts the all-in, the support keeps the carry healthy enough to keep hitting, and the enemy has to spend multiple tools just to reach a real target. Combo: Shen should not take every poke spell for free. Let the support handle small damage, then Shen steps up when the enemy tries to convert poke into engage. If the support has speed, shields, or disengage, Shen can use that movement to line up a better taunt, then return to the carry rather than chasing past the fight. Best scenario: This works best when your team has one strong damage source that must survive. Against assassins, bruisers, or dive-heavy teams, the enemy often has to enter Shen’s range to win. That gives Shen a clear punish window and gives the enchanter a predictable target to protect. Enemy answer: Enemies can ignore Shen and pressure the support first, or stack long-range poke until both defensive champions are forced back. They can also fake a dive to pull Shen’s taunt, then switch targets once he cannot immediately peel again. Failure risk and recovery: The risk is becoming too defensive and slowly losing space. If Shen and the support only retreat, your damage dealers get trapped under constant poke. Recover by choosing one safe timing to walk forward together: after an enemy misses crowd control, after your wave is cleared, or when your carry can actually hit the closest target. 5. Hook, pick, and displacement champions Synergy mechanism: Shen loves any teammate who can force an enemy into taunt range. Hooks and displacement remove the hardest part of Shen’s job: reaching the correct target without burning his dash into empty space. Once someone is pulled or knocked into your team, Shen can layer taunt to stop the rescue attempt or lock the victim down for the kill. Combo: Let the pick champion threaten first. If they land the pull, Shen taunts across the target toward the enemy backline so he either extends the lockdown or catches the teammates trying to peel. If the hook misses but makes enemies dodge sideways, Shen can use that movement to find a cleaner engage angle. Best scenario: This is high value against fragile carries, immobile mages, and teams that rely on one frontliner standing between you and their damage. A single pick can open the whole lane because Shen can immediately stand in the gap and stop the counter-engage. Enemy answer: The enemy can hide behind minions, send tanks forward to absorb hooks, or punish the hook champion after a miss. They may also collapse on Shen if he follows a bad pull too deep without damage behind him. Failure risk and recovery: The failure point is chaining crowd control onto the wrong target while the enemy carries free-hit. If your team hooks a tank, Shen should not always commit everything. Recover by using the pulled tank as terrain: stand near them, threaten taunt on anyone who steps up to save them, and wait for the next hook instead of diving past the kill zone.

Draft note: Shen fits best as a protector-engager beside real damage. Give him one reliable carry, one source of wave clear or poke, and one teammate who can either start fights or punish his taunt. If the team lacks damage, Shen’s saves only delay losses. If the team lacks wave control, he gets poked before he can choose an engage. Build the comp so his shield and taunt turn enemy commitment into a losing trade.

Shen ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityShen plays as a peel tank or secondary engage, protecting carries and punishing enemies who overextend with well-timed taunts.Shen becomes a tempo breaker who decides when the enemy is allowed to fight, creating uneven fights through proactive engages and split damage.Shift from passive protector to active fight controller who forces enemy into bad engagements.
Spirit's Refuge TimingDropping W during a brawl is often good enough since fights are more predictable and damage patterns are easier to read.You must save W for real punish windows when basic-attack carries commit or melee champions are forced to finish damage inside your zone.Hold W for critical moments against auto-attackers rather than using it on fight start.
Shadow Dash RiskShen has room to miss an E and walk back without severe punishment, allowing for more exploratory engage attempts.Missed E is far more dangerous since enemies with strong augments can instantly punish the gap and delete you during taunt animation.Confirm E angles with Snowball hits, ally crowd control, or after enemy mobility is used.
Stand United UsageTypically used to save the teammate who gets caught or rescue the lowest-health ally in danger.Use proactively to turn a diving ally's aggression into a real engage, creating two-sided collapses and numbers advantages.Treat ultimate as an engage tool, not just a rescue button for low-health allies.
Tempo and InitiativeShen can wait for minion waves, absorb poke, and fight around enemy mistakes since one good taunt stabilizes the fight.Waiting too long lets enemies stack advantages through repeated skirmishes; Shen must create controlled starts and threaten backline space.Stop playing passive; walk up with blade placed well and force enemy to respect taunt threat.
Snowball IntegrationUsed for simple engages: mark, fly in, taunt, and hope the team follows up on the play.Snowball should confirm angles or save E; use it to reposition blade, threaten taunts past frontline, or create two-sided collapses with diving allies.Treat Snowball as a setup tool for confirmed engages, not a panic button for predictable dives.

Champion Analysis

Role / Current performance

Overview

In Hextech Mayhem (ARAM), Shen the Eye of Twilight functions as a melee tank-protector with powerful protective abilities and excellent engage capabilities. His kit centers on mitigating damage for himself and allies while providing reliable crowd control and map-wide presence. Shen's passive, Ki Barrier, automatically triggers when he takes burst damage or critical hits, providing a shield that scales with his maximum health. This passive gives Shen excellent anti-burst capability, making him naturally resilient against explosive damage patterns common in ARAM. Shen's Q, Twilight Slash, serves as his primary damage tool, firing a twilight blade that deals damage and empowers his subsequent attacks if it passes through an enemy champion. His W, Spirit Refuge, is his most distinctive ability, creating a defensive zone around an ally or himself that grants immunity to all basic attacks. In Hextech Mayhem, this ability proves especially valuable for protecting key damage dealers from enemy ADC attacks, effectively neutralizing auto-attack threats during critical moments. Shen's E, Shadow Dash, functions as his core mobility and engage tool, taunting and dashing to a target enemy champion. This ability allows Shen to initiate fights, disrupt enemy positioning, and peel for threatened allies. His ultimate, Stand United, represents his signature capability, granting a shield to any ally on the map and teleporting Shen to their location. In Hextech Mayhem, this ability can protect a focused ally while instantly joining the fight, giving Shen global presence that few other champions possess in single-lane combat. Shen's combination of attack immunity, taunt engage, anti-burst shielding, and global ally protection makes him one of the most reliable tanks in Hextech Mayhem. His protection and global presence allow him to respond to threats across the lane while safeguarding vulnerable teammates. The interplay between Spirit Refuge's basic attack immunity and Shadow Dash's taunt gives Shen tools to both initiate and defensive peel, adapting to whatever the fight requires. His passive sustain through Ki Barrier ensures he remains durable through extended trades, while Stand United enables him to turn remote skirmishes in his team's favor.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Shen wins Mayhem fights by choosing the exact moment the enemy oversteps, not by walking forward forever. In the narrow ARAM lane, his threat is the angle between his body, his spirit blade, and his taunt line. Standing slightly off-center instead of directly in front of carries creates better engage angles. When the enemy steps past the minion wave or burns a dash to poke, moving the blade through them and taunting across their escape path gives the team a clean target and makes the enemy punishable before they can spread out. Engage when the enemy frontliner is separated from their backline, as Shen is best when the first target cannot be instantly supported. Using taunt sideways more often than straight forward catches players who think they are safe because they are not standing directly in front of you. Counter-engage after the enemy commits mobility, stepping into the path between the diver and your carry rather than panic-taunting the first body seen. Shen is more valuable stopping the second half of a dive than eating poke before the fight starts. Do not open into full enemy cooldowns unless your team can instantly follow, as a missed taunt in the middle of the lane invites the enemy to walk you down. Shen should hover just ahead of the team when cooldowns are ready, falling back beside carries when taunt is down. Using brush as a pressure tool creates space, but leaving before getting layered by crowd control is essential when the enemy has strong brush control. When your wave is thick, the enemy has fewer clean skillshots and your taunt angle becomes harder to track. When your wave is gone, standing in the open invites damage that weakens your ultimate and defensive timing. Taunt the target your team can actually kill, as a frontliner who walked too far forward is often better than a carry behind a tank line with defensive augments ready. Peel assassins and bruisers before chasing backline champions, and swap targets quickly after defensive tools appear on your primary target. Snowball fixes Shen's range problem when used with team follow-up, and holding the recast to watch reactions creates pressure by itself. Snowball can also save positioning by moving out of a bad angle. Augment trigger windows require patience, waiting for high-value targets or the right moment when allies can damage during the control window. Push after a won trade then reset behind the wave, and pull back when your ultimate target is vulnerable. Do not overpush with taunt down. Dive only after the enemy wave is controlled, place your defensive zone where enemy damage actually happens, and exit as soon as the kill is secured. When behind, stop fishing for hero taunts and focus on denying enemy engage. Give ground in layers and protect the shutdown target rather than the loudest fight. Play Shen like a gatekeeper, opening the gate when the enemy is split and closing it when they dive.

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Playstyle Guide

Playstyle / Team structure

Play guide

Shen the Eye of Twilight operates as a front-line stabilizer in ARAM: Mayhem, designed to convert chaotic fights into clean picks rather than win poke wars. His core approach centers on threatening Flash or Snowball into taunt, protecting carries against enemy dives, and using his ultimate to shift the outcome of critical fight moments. Patience is viable when the team has damage, but Shen must create the first real contact without burning defensive tools on empty poke if the team lacks engage. During levels 1 through 6, Shen positions near the front brush or slightly ahead of carries while avoiding open-space poke absorption. He forces enemies to respect taunt range and preserves enough health for the first all-in. Trading requires team coordination; Shen's early damage matters when enemies are locked down, but value drops if teammates are out of range or reloading. Optimal taunt timing follows enemy misses, overextensions past minions, or wasted mobility. Snowball serves as a threat tool early, best used on slowed or zoned squishies rather than tanks. Augments should support survival, reach, or ally protection, saved for post-commitment moments rather than pre-fight poke. Pushing works only with ranged wave clear after won trades; otherwise Shen stalls and preserves health. Levels 7 through 11 represent Shen's strongest control window when team damage is online. He positions just outside easy poke range, moving with the primary carry rather than the lowest-health teammate. Trading targets enemy mistakes such as missed crowd control or overextended tanks. Snowball becomes a delayed engagement tool, taken only when enemy formation splits. Augments sharpen Shen's role: defensive windows protect damage dealers after counter-punches, while engage augments combine with Snowball or brush control. Pushing follows clean kills; stalling occurs when ultimate is down or enemy reset damage is stronger. From level 12 onward, Shen prioritizes protecting carries and punishing oversteps. Low-percentage engages must be avoided since late deaths determine tower and Nexus outcomes. Positioning depends on whether Shen must taunt enemy backlines or peel for carries. Snowball carries high risk and reward, used to punish separated targets or bypass tank walls, but sometimes the correct play is ignoring the mark to shield a collapsing teammate. Augments are reserved for decisive contact moments. When ahead, Shen escorts waves and punishes panicked enemies. When behind, he seeks single mistakes rather than miracle engages, hiding angles and peeling instead of forcing. Before the final fight, Shen must commit to one job: engage the exposed carry, peel the diver, or shield the focused ally. Hesitation between front-line and back-line roles creates openings the enemy will exploit.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Shen the Eye of Twilight excels at controlling space and protecting teammates, but his effectiveness depends heavily on understanding when to engage versus when to hold back. When ahead, Shen should maintain lane pressure by walking forward enough to force enemies to respect Shadow Dash, allowing carries to poke safely while securing turret damage and health relic control. However, ahead Shen throws games by dashing past his own damage dealers or engaging while teammates are still clearing waves or returning from base. In Mayhem, fights can shift rapidly due to augments adding mobility, shields, and damage spikes, making patience critical. When ahead, Shen's fight patterns focus on catching enemy carries after they have used mobility or peel spells, angling Shadow Dash from fog or after Snowball connects. If the enemy frontline dives the backline, Shen should turn on the diver rather than chasing the enemy backline, using his defensive zone to protect carries. After winning fights, Shen should hit structures and escort waves rather than chasing deep without minions, as this creates punish windows where he cannot protect everyone. Stand United usage while ahead requires casting early enough for the shield to matter, not after the ally has already been eliminated. The best ahead ults are simple, early saves on the teammate carrying damage, not cross-map hero plays. Shen should not abandon the front line unnecessarily when the team is grouped and safe. Augment choices while ahead must account for throw prevention. Mobility or engage-range augments help reach carries but tempt bad dives, so Shen should use extra reach to force flashes and spacing mistakes before committing. Durability and shielding augments help Shen survive after taunting, while ability haste augments support longer fights with multiple divers. Tenacity augments help against crowd control but do not fix diving into five champions alone. When behind, Shen must stop trying to be the primary engager and instead play as a wall in front of the wave, using taunt defensively until enemies waste cooldowns. Behind Shen needs only one stopped dive, one saved carry, or one enemy overextension to create value. Fighting under structures, near health relics, or after enemies commit into narrow angles maximizes his effectiveness. Behind fight patterns involve taunting across the diver's path rather than chasing the enemy backline, dropping defensive zones where carries are kiting. Shen should only punish greedy enemies when damage dealers are in range, and hold taunt when the team is low to buy time for waveclear and shields. Stand United usage while behind prioritizes saving the strongest waveclear or damage threat early, arriving ready to peel. Shen should let doomed teammates die rather than wasting the ultimate, preserving it for winnable fights. Defensive augments help Shen survive long enough to complete taunts and peel, while shielding augments stack protection around the one teammate who can enable a comeback. Mobility augments help dodge poke and escort carries, not force long engages. The comeback rule requires Shen to play for enemy mistakes, hold space, save the right ally, and make enemies engage through his strongest defensive tools before moving the line forward again.

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Champion Background

Lore / Identity / Text block

Background copy

Shen the Eye of Twilight brings a distinct identity to ARAM: Mayhem centered on disciplined ability usage and protective playmaking. His passive, Ki Barrier, fundamentally shapes how he must approach trades. Rather than treating the shield as a bonus, Shen players must treat it as an integral part of each ability cast. The shield only provides value when damage is actually incoming, meaning Shen is strongest when he cycles abilities during active brawls rather than casting into empty space. Poor timing leaves him walking forward with no protection, which in Mayhem often means losing substantial health before the next useful action. Twilight Assault serves as Shen's primary damage tool and makes short trades meaningful. The spirit blade mechanic requires Shen to position himself so the blade travels through enemies on its way back to him, not simply toward him. This creates a skill expression where strong players move first and angle the blade properly before pulling it through committed targets. The ability keeps Shen relevant in repeated skirmishes and pairs naturally with his other tools. Spirit's Refuge defines Shen's role as a peel specialist against auto-attack threats. The protective zone appears around his spirit blade, making blade positioning critical before fights even begin. This ability specifically counters basic attacks and on-hit pressure, making it essential to identify which enemies actually rely on autos. Using it against spell-heavy compositions or as a panic button against every incoming threat wastes its value entirely. Shadow Dash is Shen's most versatile tool, serving as engage, peel, escape, and punishment all in one ability. This multi-purpose nature makes wasting it one of the fastest ways to lose control of a fight. The taunt only affects enemies it connects with, so accuracy matters more than rank. Shen must decide before each fight whether to use E for engaging or peeling, as trying to do both often fails. Stand United transforms Shen into a fight-swinging presence who can rescue focused allies and reverse dives. On Howling Abyss-style maps, this becomes less about cross-map pressure and more about saving allies at critical moments and arriving on the correct side of chaotic fights. The ability requires reading whether an ally is positioned where your team can actually fight, as casting on a doomed ally isolated deep in enemy territory can drag Shen into a second death. After arrival, Shen must immediately choose between peeling for the protected ally or engaging forward if the shield bait made enemies stack together.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Shen punishes sloppy habits harder than most tanks in ARAM: Mayhem. A missed taunt leaves Shen standing in the enemy team with no clean exit, and a late ultimate provides only a cosmetic shield while the targeted teammate dies before he arrives. The most critical mechanical mistakes center on Shadow Dash usage. Dashing in simply because an enemy is in range burns Shen's main engage and lands him in front of five enemies with no reliable way to stop their follow-up damage. Instead, Shen should aim Shadow Dash at targets that are already slowed, cornered, casting, or walking through narrow parts of the lane. If the enemy still has an easy sidestep, holding the ability and walking forward is the better choice. Taunting through the entire enemy frontline without checking team position creates another common error. Shen may connect on targets, but if damage dealers are too far away to follow up, the taunt ends and he gets focused before his team can convert. Engaging only when carries are close enough to attack immediately makes shorter taunts that teammates can punish more valuable than flashy long dashes that isolate Shen. Spirit's Refuge mistakes involve dropping the zone after key basic attacks have already landed, meaning the damage already happened despite the zone appearing useful. The correct timing requires casting when a basic-attack threat commits, not after they finish their burst, and placing it where an ally will stand rather than where they used to be. Sword position mistakes occur when Shen pulls the blade through enemies at random while ignoring where the fight is moving. This causes the empowered trading window to misalign with taunt or team damage, allowing enemies to kite while the setup remains scattered. Shen should think about sword position before fights start, setting up so the pull supports the direction he wants to fight. Stand United mistakes happen when channeling begins on targets already out of danger or dead to the next hit, wasting Shen's biggest map-swinging tool for almost no value. Good targets include carries being dived, bruisers going in with follow-up damage, or allies baiting enemies into overcommitment. Using Snowball and Shadow Dash as separate engage buttons without a plan leads to either taking Snowball into bad crowds or overshooting targets. Snowball works best as a setup tool that Shen can follow with Shadow Dash to lock down priority targets or escape through the fight. Resource management mistakes involve spamming abilities until no defensive tools remain when the real engage starts, leaving Shen unable to taunt, protect, or threaten anyone walking past. Decision mistakes include building or augmenting for damage when the team lacks a front line, engaging every time Shadow Dash is available, and ulting the loudest teammate instead of the most valuable fight state. Shen players who stand permanently in front eating free poke enter actual fights too low to perform their job. Chasing low-health targets past the enemy team trades control and body-blocking for a coin-flip kill, and peeling only after the carry dies turns defensive tools into revenge tools. Shen must decide his role based on the enemy win condition, switching between threatening engages against backline carries or holding taunt to punish divers. Clean Shen games are patient games, where fewer forced taunts, timely ultimates, and protecting carries create bigger plays than diving for highlights.

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FAQ

Shen

FAQ

Is Shen a tank or a carry in ARAM: Mayhem? Shen is mainly a frontline controller, not a pure damage carry. Pick him when your team needs someone to start fights, block pressure, and protect backline carries. The tradeoff is that if your team has no follow-up damage, your taunts and shields can look good but still lose the fight. When should I engage with Shen? Engage when an enemy carry steps too far forward or when your team is close enough to hit the target you taunt. Do not dive alone just because you can reach someone. Shen punishes bad spacing well, but he gets punished hard if his team is clearing waves or too far back to follow. Should I use Snowball on Shen? Yes, Snowball is usually very valuable because it gives Shen a cleaner way to reach the backline before using crowd control. Mark first, wait to see if your team can move with you, then take the dash when the target is exposed. The risk is obvious: if you Snowball into five enemies with no follow-up, you become a free engage for them instead.

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