Normal order: R > W > Q > E
N/A
item / Rasio menang / Rasio pilih
N/A
26.9N/A
- Harga total
- 2,700
- Harga
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
- Harga total
- 2,800
- Harga
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
- Harga total
- 2,750
- Harga
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
- Harga total
- 2,700
- Harga
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
- Harga total
- 2,700
- Harga
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
- Harga total
- 3,000
- Harga
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
N/Aitem
- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
51.87%- Harga total
- 2,700
- Harga
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
53.12%- Harga total
- 3,200
- Harga
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
51.42%- Harga total
- 2,800
- Harga
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
52.16%- Harga total
- 2,750
- Harga
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
50.61%- Harga total
- 3,000
- Harga
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
54.10%- Harga total
- 3,500
- Harga
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
53.39%- Harga total
- 3,250
- Harga
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
50.29%- Harga total
- 2,600
- Harga
- 450
+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.
55.49%- Harga total
- 3,000
- Harga
- 1,050
+95 Ability Power +40% Magic Penetration
48.36%- Harga total
- 900
- Harga
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
54.41%- Harga total
- 2,850
- Harga
- 400
+75 Ability Power +350 Health +15 Ability Haste Grievous Wounds: Dealing magic damage to champions applies 40% Wounds for 3 seconds.
51.29%N/A
- Harga total
- 150
- Harga
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
52.22%- Harga total
- 1,200
- Harga
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
52.22%- Harga total
- 1,200
- Harga
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
55.10%- Harga total
- 1,100
- Harga
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
47.99%Augment
Augment / Rasio menang
| Nama | Kelangkaan | Tier | Rasio pilih | Game | |
|---|---|---|---|---|---|
Pilih Shrink Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 57.04% | 5.36% | 675 |
Pilih Grandma's Chili Oil saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 56.80% | 14.48% | 1,824 |
Pilih Void Rift saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 56.63% | 7.91% | 996 |
Pilih Transmute: Prismatic saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 56.54% | 6.37% | 803 |
Pilih Poro Blaster saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 54.62% | 5.58% | 703 |
Pilih Big Brain saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 54.49% | 5.48% | 690 |
Pilih Firefox saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 54.33% | 7.34% | 924 |
Pilih Eureka saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 54.05% | 10.40% | 1,310 |
Pilih Slap Around saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 53.59% | 5.64% | 711 |
Pilih Quest: Wooglet's Witchcap saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 53.21% | 5.94% | 748 |
Pilih Phenomenal Evil saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 52.49% | 14.04% | 1,768 |
Pilih Mind to Matter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 52.37% | 4.35% | 548 |
Pilih ADAPt saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 51.83% | 8.04% | 1,013 |
Pilih Infernal Conduit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 51.49% | 7.74% | 975 |
Pilih Giant Slayer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 51.27% | 5.62% | 708 |
Pilih Keystone Conjurer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 51.13% | 6.33% | 798 |
Pilih Upgrade Zhonya saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 50.82% | 6.33% | 797 |
Pilih Witchful Thinking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 50.62% | 12.19% | 1,535 |
Pilih From Beginning to End saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 50.05% | 7.61% | 959 |
Pilih Executioner saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 49.54% | 11.20% | 1,411 |
Pilih Hat on a Hat saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 49.39% | 6.56% | 826 |
Pilih Jeweled Gauntlet saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 49.08% | 13.42% | 1,691 |
Pilih Minionmancer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 48.99% | 5.88% | 741 |
Pilih Magic Missile saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 48.92% | 14.38% | 1,811 |
Pilih It's Killing Time saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 48.67% | 13.11% | 1,652 |
Pilih Overflow saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 48.64% | 5.84% | 736 |
Pilih Weighted Popoffs saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 48.61% | 6.58% | 829 |
Pilih Spiritual Purification saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 48.31% | 4.70% | 592 |
Pilih Thread the Needle saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 47.22% | 9.70% | 1,222 |
Pilih Cruelty saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 46.08% | 4.65% | 586 |
Pilih Ocean Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 58.43% | 1.41% | 178 |
Pilih Biggest Snowball Ever saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 57.48% | 2.39% | 301 |
Pilih Nightstalking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 56.48% | 1.53% | 193 |
Pilih Pinball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 55.76% | 2.96% | 373 |
Pilih Transmute: Gold saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 55.45% | 3.35% | 422 |
Pilih Snowball Upgrade saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 54.88% | 3.41% | 430 |
Pilih Donation saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 54.84% | 2.71% | 341 |
Pilih Red Envelopes saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 54.16% | 3.15% | 397 |
Pilih Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 53.55% | 1.68% | 211 |
Pilih Vulnerability saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 53.33% | 2.38% | 300 |
Pilih Ultimate Awakening saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 53.04% | 1.83% | 230 |
Pilih Flashy saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 52.63% | 1.66% | 209 |
Pilih Snowball Roulette saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 52.12% | 2.80% | 353 |
Pilih Buff Buddies saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 52.10% | 2.27% | 286 |
Pilih Transmute: Chaos saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 51.00% | 1.98% | 249 |
Pilih Infernal Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 50.39% | 2.02% | 254 |
Pilih Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 50.25% | 3.19% | 402 |
Pilih Infinite Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 50.23% | 1.74% | 219 |
Pilih Soul Eater saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 50.00% | 2.87% | 362 |
Pilih Bread And Butter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 50.00% | 2.60% | 328 |
Pilih Tormentor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 49.72% | 1.42% | 179 |
Pilih Marksmage saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.96% | 3.05% | 384 |
Pilih Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.95% | 3.79% | 478 |
Pilih Speed Demon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 48.86% | 3.83% | 483 |
Pilih Fey Magic saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 47.20% | 1.70% | 214 |
Pilih Ice Cold saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 46.52% | 2.51% | 316 |
Pilih Mighty Shield saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 46.49% | 1.47% | 185 |
Pilih Vampirism saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 46.30% | 2.47% | 311 |
Pilih Critical Missile saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 45.58% | 3.41% | 430 |
Pilih Bread And Jam saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 45.41% | 1.56% | 196 |
Pilih Rabble Rousing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 45.07% | 2.25% | 284 |
Pilih Cheating saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 45.00% | 1.59% | 200 |
Pilih Twin Fire saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 44.69% | 4.03% | 508 |
Pilih Ultimate Revolution saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 43.86% | 1.81% | 228 |
Pilih Adamant saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 42.93% | 1.63% | 205 |
Pilih Escape Plan saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 64.36% | 0.80% | 101 |
Pilih Searing Dawn saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 60.18% | 0.90% | 113 |
Pilih Sonata saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 58.46% | 1.03% | 130 |
Pilih Clown College saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 58.28% | 1.29% | 163 |
Pilih Homeguard saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 56.21% | 1.21% | 153 |
Pilih Dive Bomber saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 55.80% | 1.10% | 138 |
Pilih Tank Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 54.76% | 0.67% | 84 |
Pilih Critical Healing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 53.33% | 0.71% | 90 |
Pilih With Haste saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 53.27% | 0.85% | 107 |
Pilih Veil of Warding saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 53.13% | 0.76% | 96 |
Pilih Glass Cannon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 52.82% | 1.13% | 142 |
Pilih Holy Fire saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 52.22% | 0.71% | 90 |
Pilih Ominous Pact saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 52.20% | 1.26% | 159 |
Pilih Tap Dancer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 51.58% | 0.75% | 95 |
Pilih Leg Day saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 51.22% | 0.98% | 123 |
Pilih Pandora's Box saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 51.14% | 1.40% | 176 |
Pilih Ultimate Unstoppable saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 50.65% | 1.22% | 154 |
Pilih Stats on Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 50.40% | 0.99% | 125 |
Pilih Hextech Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 50.00% | 1.40% | 176 |
Pilih Zealot saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 49.18% | 0.97% | 122 |
Pilih Holy Snowball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 49.04% | 1.25% | 157 |
Pilih Restless Restoration saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 48.65% | 0.88% | 111 |
Pilih OK Boomerang saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 48.04% | 0.81% | 102 |
Pilih Ethereal Weapon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 47.78% | 0.71% | 90 |
Pilih Erosion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 46.81% | 0.75% | 94 |
Pilih Juiced saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 46.72% | 0.97% | 122 |
Pilih Tank It Or Leave It saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 46.15% | 0.72% | 91 |
Pilih It's Critical saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 45.83% | 1.33% | 168 |
Pilih Soul Siphon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 45.83% | 0.76% | 96 |
Pilih Divine Intervention saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 44.97% | 1.18% | 149 |
Pilih Bread And Cheese saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 44.12% | 0.81% | 102 |
Pilih Watch Out Grapefruit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 44.09% | 0.74% | 93 |
Pilih Can't Touch This saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 42.99% | 0.85% | 107 |
Pilih Apex Inventor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 42.95% | 1.24% | 156 |
Pilih Firebrand saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 41.30% | 0.73% | 92 |
Pilih Goldrend saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 40.96% | 0.66% | 83 |
Pilih Self Destruct saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 40.86% | 0.74% | 93 |
Pilih Light 'em Up! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 40.80% | 0.99% | 125 |
Pilih Guilty Pleasure saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 58.06% | 0.49% | 62 |
Pilih Goredrink saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 57.41% | 0.43% | 54 |
Pilih Skilled Sniper saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 57.14% | 0.56% | 70 |
Pilih Dawnbringer's Resolve saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 53.85% | 0.41% | 52 |
Pilih Quest: Urf's Champion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 52.63% | 0.45% | 57 |
Pilih Quantum Computing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 50.88% | 0.45% | 57 |
Pilih Purist - Caster saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 50.82% | 0.48% | 61 |
Pilih Mad Scientist saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 50.72% | 0.55% | 69 |
Pilih Perseverance saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 49.15% | 0.47% | 59 |
Pilih Crack Open That Egg saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 48.28% | 0.46% | 58 |
Pilih Dropkick saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 47.30% | 0.59% | 74 |
Pilih Growth Spurt saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 46.84% | 0.63% | 79 |
Pilih Repulsor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 46.77% | 0.49% | 62 |
Pilih Omni Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 45.95% | 0.59% | 74 |
Pilih Goliath saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 44.93% | 0.55% | 69 |
Pilih Droppybara saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 43.06% | 0.57% | 72 |
Pilih Frost Wraith saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 36.99% | 0.58% | 73 |
Annie Skill Combos
Extracted from the skill order guide
Single-target, repeated-cast, or pick-focused augments: consider R > Q > W > E.
Shield, protection, or durability augments: consider R > W > E > Q, or R > E > W > Q only when you are clearly playing as a peel-and-engage Annie.
Shield, protection, or durability augments: consider R > W > E > Q, or R > E > W > Q only when you are clearly playing as a peel-and-engage Annie.
Annie Team Comp Highlights
Partner patterns extracted from the team comp guide
Highest-value Wombo Partner
Amumu gives Annie the cleanest version of what she wants: a hard engage that forces multiple enemies to sit in the same area. Annie can hold her stun while Amumu starts the fight, then layer her burst and Tibbers onto targets that are already committed.
Trap Them Where Tibbers Matters
Jarvan creates a forced fight space. Annie’s biggest issue is reaching priority targets without getting kited; Jarvan helps by locking enemies into a smaller area or making them spend escapes early. Once they are boxed in, Annie’s area burst becomes much harder to dodge.
Layered Control With A Stronger Second Punch
Orianna gives Annie follow-up control and damage without needing another melee engager. Annie threatens the first stun, Orianna threatens the pull after enemies react, and together they punish teams that clump around one marked target or stand behind their frontline.
Long-range Pick Into Guaranteed Annie Follow-up
Ashe gives Annie something she often lacks: a low-risk way to start fights from beyond Annie’s own threat range. Slows and long-range catch tools make it much easier for Annie to walk up with stun instead of guessing through enemy poke.
Safer Setup, Better Re-engage, And Stronger Peel
Seraphine gives Annie the teamfight structure she likes: shields, movement help, follow-up crowd control, and enough range to soften enemies before Annie commits. Annie supplies the explosive punish; Seraphine makes the fight last long enough for Annie to find it.
Annie ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Annie is a burst mage with strong pick pressure who punishes enemies walking into stun range and swings fights by deleting targets. | Annie becomes a compact fight starter and anti-dive punisher where best value is not always raw one-shot damage but controlling engage timing. | Judge success by space and safety gained, not just kills secured. |
| Stun Timing | Annie can afford to posture with passive ready and wait until someone missteps, often playing around one clean stun window. | Fights start without warning and waiting too long lets enemies start multiple fights before you commit, so use stun when it wins real advantage. | Use stun for real advantage, not just perfect highlight engages. |
| Tibbers Usage | Tibbers is primarily a damage button used to delete one target or stun multiple champions during major fight windows. | Tibbers is also a zoning piece to punish clumps, cut off retreat paths, or start longer fights when one-shot is blocked by defensive augments. | Use Tibbers for zoning and sustained pressure, not only burst. |
| Snowball Discipline | Snowball Annie is a classic engage pattern: mark a target, dash, stun with Tibbers or W, and trust the burst to connect. | Landed Snowball is not permission to int; enemies can survive and turn with augment-enhanced tools, so take it only when passive and team position align. | Let marks expire on bad targets; the threat zones enemies effectively. |
| Teamfight Positioning | Annie stands just outside enemy threat range with stun ready, waiting for enemies to misstep into her zone. | Spacing changes constantly due to Snowball marks and augment mobility; stand close enough to protect carries but not so close that enemies force your cooldowns early. | Adapt spacing dynamically; protect carries without overcommitting early. |
| Build Flexibility | Annie often builds around burst, magic penetration, and enough mana or haste to maintain pressure throughout fights. | Item logic must answer the lobby first; sustained damage or survivability may be needed if enemies have sustain, shields, or durable augment setups. | Build for reliability and survival when one-shot attempts fail repeatedly. |
Champion Analysis
Peran / Rasio menang
Annie the Dark Child stands as one of the most iconic burst mages in League of Legends, and in ARAM: Mayhem she functions as a squishy-killer supreme capable of instantly deleting key targets with her reliable point-and-click stun and massive burst damage. Her core identity centers on the striking contrast between her innocent appearance and devastating destructive power, making her a control specialist and burst mage who excels at eliminating priority targets in teamfights. Annie's primary strategic value comes from her Q, Disintegrate, a point-and-click ability that deals massive magic damage and refunds mana on kill, providing reliable damage output that cannot be dodged. Her W, Incinerate, delivers AoE damage, while her E, Molten Shield, grants a shield and movement speed. Her ultimate, Summon: Tibbers, summons the flaming bear to deal massive AoE damage and burn nearby enemies, creating sustained pressure after the initial burst. The cornerstone of Annie's gameplay is her Pyromania passive, which stuns her next offensive ability after casting four spells. Managing these stacks carefully to ensure a stun is ready for key moments defines skilled Annie play. Using E to quickly stack the passive, then unleashing Q or W to stun priority targets creates reliable engage potential. Her signature ARAM combo involves dropping Tibbers with R, flashing into the enemy backline, stunning their carry with Q, and following up with W plus Tibbers' burn damage for an instant kill. After summoning Tibbers, controlling his aggro to focus enemy carries applies constant pressure to the backline. Annie's strengths include her point-and-click Q for reliable damage, powerful passive stun, massive instant burst, and strong R AoE damage. She outputs terrifying burst damage in an instant, making her a devastating teamfight mage. However, her weaknesses require careful consideration: short range, fragile durability, no mobility, and passive management demands. Against poke-heavy compositions, Annie must carefully manage her health because once low on HP, she becomes ineffective. Her lack of mobility means she must position carefully to avoid being poked down before she can engage, and her short range requires her to expose herself to danger when attempting to land key abilities.
Tips utama
Blog panduan / N/A
Annie wins fights by threatening the stun, not by throwing spells on cooldown. In the ARAM: Mayhem lane, stand just far enough forward that the enemy backline has to respect Flash, Snowball, or a fast Tibbers drop, but not so far that you eat every poke tool before the fight starts. If your stun is ready, your body position is a weapon. If your stun is not ready, play like a short-range mage with no escape and let your frontline hold space until you can threaten again. Hold stun when both teams are posturing, as a random spell for poke is rarely worth losing the fear of an instant engage. If an enemy carry walks past their frontline, step up, stun them, and commit damage before they can retreat. Use Tibbers to start fights when enemies stack in the narrow lane, waiting for two or more targets to line up near minions, a turret, or a choke. Flash engage is strongest after the enemy wastes peel, so walk forward during the downtime and commit before they reset formation. Do not announce the engage by hovering too long, as Annie's threat is obvious and enemies will spread out and pre-shield. For counter-engage, let divers come to you when your team is fragile. Annie excels at stopping one champion from turning a fight into a backline collapse. If an assassin, bruiser, or Snowball user dives your carry, stun them immediately and place Tibbers between them and your backline. Do not panic-stun the first tank every time, as many fights are lost because Annie spends her control on a low-value target and has nothing when the real engage arrives. Peel before chasing if your carry is fed. Stun the champion your team can actually kill, as a perfect stun on a full-health tank means little if your damage cannot follow. Use Tibbers to zone even if the first target survives. Annie has poor recovery if caught without stun. When your control is down, retreat behind minions and allies instead of trying to trade one more spell. After casting your main combo, assume the enemy will throw everything at the spot you entered from, so turn sideways toward the nearest safe wall or allied crowd control. If you miss the engage, disengage immediately. A missed Tibbers or whiffed stun is not a signal to keep walking forward. Use the center of the lane only when you are ready to punish, as the middle exposes you to every engage path. Watch enemy spacing around minion waves, as players often group tightly while clearing, creating one of Annie's cleanest engage moments. Do not stand directly on your carry, or an enemy area spell hitting both of you loses the fight before casting. Snowball is a delivery tool, not a scouting spell. Throw it when your stun is ready or nearly ready, and when your team is close enough to follow. Snowball into Tibbers is best when the target has no clean exit, such as enemies pinned near your turret or trapped by minions. Plan augment usage around your stun and ultimate windows, saving effects for the moment your team can convert control into a kill. Stack pre-fight effects while clearing waves or trading lightly, then step forward only when the payoff is ready. Push when Tibbers or stun threat can protect the wave, but do not burn every spell on minions if the enemy is waiting to engage. Dive only when the first target dies fast, and send Tibbers first when you need to test the dive. When playing from behind, stop fishing for hero engages.
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N/A / Augment
Annie wins Mayhem fights by controlling threat space rather than casting spells on cooldown. Her stun bar is the real weapon, creating pressure when ready or nearly ready as enemies must respect Flash, Snowball, and Tibbers angles. When the stun bar is empty, she should play shorter, clear safely, and rebuild before asking her team to fight. During early levels 1 through 6, Annie starts slightly behind her front line or beside her strongest poke champion, never alone in the front brush unless her stun is ready and her team can follow. Her early range is playable but punishable, so she positions to tag minions and enemy champions without giving free engage angles to hooks, Snowball divers, or long-range crowd control. She uses short trades, walking up when the enemy last-hits or steps into the wave, casting one or two spells, then backing out before their full rotation lands. Early Snowball should not be thrown just because it connects, as Annie before level 6 often lacks the clean finish unless the target is already low or her team is prepared. She pushes when her team has stronger poke or safer waveclear, trapping enemies near their turret with limited sidestep room, and stalls when the enemy has stronger engage or her stun is down. Mid game levels 7 through 11 represent Annie's strongest pick window. She plays around brush, turret edges, and minion-wave gaps, close enough that Flash or Snowball can turn into Tibbers but not so far forward that enemies can force her stun onto a tank. Snowball becomes a real engage tool, with the best pattern being to mark a backliner, wait half a beat to see if their team panics, then take the second cast only if her stun and follow-up are ready. She pushes after winning trades because Tibbers can zone space and threaten follow-up, making it hard for enemies to walk up and clear. If behind, she stops looking for the perfect five-man stun and instead stuns the diver who enters first, bursting them with her team to create numbers advantage. Late game levels 12 and beyond require Annie to respect death timers. She stands close enough to threaten a fight but keeps a retreat path behind her tank or toward her turret. Random poke matters less than clean crowd control, and she should not spend stun to deal small damage to a frontliner unless that target will actually die. Late Snowball is high risk, as a hit on the right target can win the game but a bad second cast can lose it. She pushes when an enemy is dead or a key defensive tool is gone, and stalls when her team is waiting for ultimates, healing relic control, or a better stun angle. Every late fight should start with a target call, choosing engage, counter-engage, or peel before the wave meets. Annie wins late not by casting first every time, but by making the enemy afraid to stand in the one place they need to stand.
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Rasio menang / Rasio pilih
Annie the Dark Child transforms her playstyle based on whether her team holds an advantage or faces a deficit. When ahead, Annie should shift from poke mage patterns to operating as a threat zone, positioning forward enough that enemies must respect the possibility of a stun engage without being able to safely initiate on her first. The goal becomes making opponents respect the threat, then punishing the first player who steps past their frontline or wastes a defensive tool. Annie wins ahead by deleting a target before fights become messy, specifically waiting for enemy carries to commit to last hits, poke casts, or forward dashes before unleashing burst. Throwing spells into tanks simply because they are closest gives enemies a window to capitalize on cooldowns. Positioning off-center rather than directly behind minion waves makes engage angles harder to read and forces squishy champions into difficult choices. However, Annie remains short-ranged compared to many Mayhem threats, and an isolated Annie without follow-up can turn winning games into shutdown gifts. Engaging becomes safer after enemies use dashes, shields, spell blocks, or long-range crowd control. When allies start clean fights, layering stun after initial crowd control rather than simultaneously creates controlled fights instead of coin flips. Annie must reset positions after taking damage rather than walking forward after kills, as overextending with low health enables desperate enemy all-ins. Augments that provide mobility, range access, or engage reliability should target enemy carries, immobile damage dealers, or champions who have spent escapes. Damage-heavy augment setups excel at removing single champions but tempt overcommitment for low-value targets. Defensive augments allow closer positioning but do not guarantee safety against layered crowd control. Critical mistakes include starting fights without stun available, chasing past teammates after burst is spent, and stacking too tightly with carries against area damage. When behind, Annie becomes patient and opportunistic, creating clean stun windows when enemies overstep, burn defensive tools early, or dive into her team. Saving spells for last-hitting and anti-dive pressure preserves stun threat, as clearing aggressively leaves no crowd control ready when enemies advance. Rather than forcing bad flash combos through frontlines, Annie waits for enemy carries to step forward after their tank engages, catching clustered targets with fight-turning stuns. Snowball and engage tools work as follow-up rather than blind openers. When assassins or divers attack the backline, holding stun for peel often generates more value than diving enemy carries. Low-health Annies should recover behind the wave rather than fishing for low-percentage combos, as her threat depends on being alive with stun available. Trading space before health preserves comeback potential, fighting near allies who can immediately hit stunned targets ensures follow-up, and turning enemy greed into engage triggers creates the best comeback opportunities. Some fights are simply not playable, and waiting for cleaner windows keeps Annie dangerous on her own terms.
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Champion / Peran
Annie the Dark Child is defined by her passive, Pyromania, which transforms her next damaging spell into a stun after building enough stacks. This mechanic elevates her from a simple poke mage into a constant pick threat and teamfight starter. In ARAM: Mayhem, where fights erupt quickly and frequently, passive management becomes more critical than perfect farming. Walking forward with a stun ready forces enemies to respect her presence and give ground, even when she appears harmless. The reliability of Annie's engage depends on which spell delivers the stun. Q provides a point-and-click stun on a single target, making it her safest and most consistent option for punishing assassins or marksmen who step too close. W can catch multiple enemies in a cone when they bunch together, making it powerful in chokes or around collapsed fights. R delivers the strongest area threat when enemies are grouped, creating a persistent threat through Tibbers that continues after the initial burst. Strategic patience defines strong Annie play. Early on, spending the stun just because someone is in range wastes her main pressure tool. The best targets are enemies who have already used their dash, Snowball, shield, or defensive cooldown. A simple stun into Q and W wins short trades when teammates can follow up. In full teamfights, Annie must decide before engaging whether she is stunning one carry or hitting a cluster. Single-target stuns are safer against slippery champions, while area stuns excel when enemies stack near minion waves, turret pressure, or chokes. Enemies can track Annie's passive and back away when it is ready, bait her with tanks or low-value targets, or force her to waste the stun on frontline champions. When opponents space well, holding the stun and letting them surrender ground is better than forcing a bad cast. A missed or low-value stun creates Annie's clearest punish window. Without it, enemy divers can walk forward freely, ranged champions can poke more aggressively, and her team loses a reliable engage button until she rebuilds stacks. E serves as Annie's defensive permission slip to enter threat range and helps build passive stacks without committing damage spells. It should be cast before taking risky angles or when preparing a stun combo, not randomly during poke phases. R transforms Annie's skirmish pattern once available. Rather than fishing with random spells, she should hide her intent, hold stun, and punish the first enemy group that clumps. In teamfights, Tibbers can serve as engage when teammates have damage ready, peel when divers jump onto carries, or cleanup when low enemies retreat through narrow paths. Missing Tibbers or using it on an undying target leaves Annie looking short-ranged and easily punished, forcing tighter play and smaller Q-based picks until the next real opening appears.
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Annie wins fights when she makes one clean threat matter, and the biggest traps in ARAM: Mayhem are wasting stun pressure, forcing Tibbers into bad angles, and standing too close after burst is spent. The most critical mechanical mistake is throwing a random spell into the wave right before the team walks up, which loses stun threat and lets the enemy front line step forward without respecting engage. Annie should hold her charged stun during posturing, especially when Snowball, Flash, or Tibbers angles are available, since a ready spell is sometimes stronger than the damage itself. Opening with Tibbers from max range just because an enemy is visible wastes her best fight tool on a zoning pet instead of a fight-winning stun. Tibbers should be cast when targets are locked in narrow paths, committed forward, or grouped with allies. Flashing or Snowballing in before confirming stun is ready leaves Annie in the enemy team with damage but no reliable stop, making her easy to punish. Using the cone spell too early while enemies are spread hits one target and gives melee champions a clean path to collapse. Standing still after landing burst invites return damage when the enemy knows the main threat is spent. Annie should burst, then instantly reposition behind terrain or tanks, since her second job is surviving long enough to threaten another stun cycle. Sending Tibbers forward while retreating in a different direction disconnects pet pressure from the fight. Auto-attacking or walking up for tiny damage when stun is not ready costs health and leaves Annie too low to engage later. Casting Shield only after already crowd controlled or nearly dead misses the chance to reduce pressure during the actual punish window. On decision mistakes, treating Annie like a pure poke mage spends the game throwing low-impact spells into tanks while carries stay untouched. Forcing engages into full enemy vision and prepared disengage lets the enemy spread before Tibbers lands. Diving the backline when the team cannot follow kills Annie before allies convert the pick. Ignoring enemy dive to chase highlight engages lets carries die to assassins or bruisers. Spending Snowball just to close distance without a plan forces bad positions where enemies can collapse. Focusing the tank every fight because they are closest wastes burst on the hardest target. Building upgrades without considering the actual match role creates mismatched tools. Starting fights while the team is clearing under pressure or missing health leaves Annie without follow-up. The clean Annie game is simple: hold threat, punish commitment, and leave after the burst. If a mistake happens, do not chase the lost play. Reset stun, protect the next target, and make the enemy walk into the next mistake instead.
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Annie
Is Annie a good pick in ARAM: Mayhem? Yes, Annie is good when your team needs reliable engage, burst, and simple execution. If enemies group too tightly, hold your stun and punish them with Tibbers instead of spending spells for poke. The tradeoff is range and patience: if you walk up without stun or backup, stronger poke and frontline champions can force you out before you start the fight. What is Annie’s main job in a Mayhem fight? Annie’s job is to create one clean stun window that your team can immediately follow. If an enemy carry steps forward or several champions stack in a choke, commit with Tibbers and dump your damage before they spread out. If you miss that timing, back off and rebuild threat instead of chasing with short range spells. Should I play Annie as burst or utility? Play burst when your team already has engage and only needs someone to delete a priority target. Play more utility when your team lacks crowd control, because holding stun can be more valuable than throwing damage on cooldown. The tradeoff is tempo: burst Annie wins fast windows, while utility Annie may deal less damage but makes enemies play scared.
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