Normal order: R > W > Q > E.
N/A
item / Rasio menang / Rasio pilih
N/A
26.9N/A
- Harga total
- 2,600
- Harga
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Harga total
- 1,200
- Harga
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
- Harga total
- 2,900
- Harga
- 500
+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.
- 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
- 2,800
- 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
- 900
- Harga
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- 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.
N/Aitem
- 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.
38.64%- Harga total
- 2,900
- Harga
- 500
+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.
50.44%- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
46.30%- Harga total
- 2,600
- Harga
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
43.04%- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
37.23%- 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.
41.97%- 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%.
35.72%- Harga total
- 3,100
- Harga
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
47.72%- 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.
42.03%- Harga total
- 3,500
- Harga
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
45.65%- Harga total
- 3,000
- Harga
- 450
+70 Ability Power +350 Health +25 Ability Haste +4% Move Speed Spelldance: Dealing magic or true damage to champions grants Move Speed for 4 seconds.
45.84%- Harga total
- 3,000
- Harga
- 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%.
45.15%N/A
- Harga total
- 1,200
- Harga
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
42.77%- Harga total
- 150
- Harga
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
38.88%- Harga total
- 1,200
- Harga
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
38.88%- Harga total
- 1,300
- Harga
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
44.94%N/A
- Harga total
- 3,000
- Harga
- 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%.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 2,800
- Harga
- 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.
- Harga total
- 3,000
- Harga
- 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%.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 2,700
- Harga
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
- Harga total
- 3,000
- Harga
- 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%.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 2,450
- Harga
- 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.
N/Aitem
- Harga total
- 3,000
- Harga
- 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%.
52.95%- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
52.69%- Harga total
- 2,700
- Harga
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
53.75%- Harga total
- 2,800
- Harga
- 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.
53.46%- Harga total
- 2,450
- Harga
- 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.
50.59%- Harga total
- 3,100
- Harga
- 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).
53.14%- Harga total
- 1,200
- Harga
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
51.72%- Harga total
- 3,200
- Harga
- 650
+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.
50.12%- Harga total
- 2,500
- Harga
- 600
+75 Armor +400 Mana +20 Ability Haste Winter's Caress Reduce the Attack Speed of nearby champions by 20%.
50.46%- Harga total
- 2,650
- Harga
- 950
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.
52.26%- Harga total
- 3,100
- Harga
- 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.
52.60%- Harga total
- 2,600
- Harga
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
49.43%N/A
- Harga total
- 900
- Harga
- 500
+350 Health
54.44%- Harga total
- 400
- Harga
- 400
+150 Health
54.44%- Harga total
- 900
- Harga
- 500
+350 Health
54.67%- Harga total
- 400
- Harga
- 400
+150 Health
54.67%- Harga total
- 50
- Harga
- 50
Consume Restores +120 Health over 15 seconds.
54.67%- Harga total
- 1,300
- Harga
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
51.65%N/A
- Harga total
- 2,600
- Harga
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 3,100
- Harga
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
- Harga total
- 2,600
- Harga
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 2,650
- Harga
- 950
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.
- Harga total
- 2,600
- Harga
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 3,100
- Harga
- 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.
N/Aitem
- Harga total
- 2,600
- Harga
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
56.28%- Harga total
- 3,100
- Harga
- 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.
56.67%- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
57.56%- Harga total
- 3,100
- Harga
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
58.55%- Harga total
- 2,700
- Harga
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
53.33%- Harga total
- 2,650
- Harga
- 950
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.
57.19%- Harga total
- 1,200
- Harga
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
48.97%- Harga total
- 3,000
- Harga
- 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%.
60.45%- Harga total
- 2,800
- Harga
- 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.
52.91%- Harga total
- 2,450
- Harga
- 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.
54.20%- Harga total
- 2,900
- Harga
- 500
+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.
55.33%- Harga total
- 3,200
- Harga
- 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.
53.89%N/A
- Harga total
- 1,300
- Harga
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
54.45%- Harga total
- 50
- Harga
- 50
Consume Restores +120 Health over 15 seconds.
63.16%- Harga total
- 1,300
- Harga
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
63.16%- Harga total
- 900
- Harga
- 500
+350 Health
53.93%- Harga total
- 400
- Harga
- 400
+150 Health
53.93%N/A
- Harga total
- 2,600
- Harga
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 2,650
- Harga
- 950
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.
- Harga total
- 3,100
- Harga
- 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.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 2,650
- Harga
- 950
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.
- Harga total
- 2,600
- Harga
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Harga total
- 2,650
- Harga
- 950
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
N/Aitem
- Harga total
- 2,650
- Harga
- 950
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.
52.58%- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
53.19%- Harga total
- 2,700
- Harga
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
56.72%- Harga total
- 3,100
- Harga
- 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.
51.79%- Harga total
- 2,600
- Harga
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
52.45%- Harga total
- 3,000
- Harga
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
50.41%- Harga total
- 1,200
- Harga
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
55.56%- Harga total
- 2,800
- Harga
- 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.
48.35%- Harga total
- 2,450
- Harga
- 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.
51.44%- Harga total
- 2,800
- Harga
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
58.24%- Harga total
- 2,900
- Harga
- 500
+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.
53.88%- Harga total
- 3,200
- Harga
- 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.
54.94%N/A
- Harga total
- 1,300
- Harga
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
54.56%- Harga total
- 50
- Harga
- 50
Consume Restores +120 Health over 15 seconds.
48.65%- Harga total
- 1,300
- Harga
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
48.65%- Harga total
- 900
- Harga
- 500
+350 Health
52.51%- Harga total
- 400
- Harga
- 400
+150 Health
52.51%Augment
Augment / Rasio menang
| Nama | Kelangkaan | Tier | Rasio pilih | Game | |
|---|---|---|---|---|---|
Pilih Mystic Punch saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 60.70% | 4.55% | 542 |
Pilih Transmute: Prismatic saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 56.33% | 6.23% | 742 |
Pilih Heavy Hitter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 53.20% | 8.39% | 1,000 |
Pilih Slap Around saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 52.70% | 11.97% | 1,427 |
Pilih Master of Duality saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 52.02% | 5.82% | 694 |
Pilih Shrink Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 51.70% | 3.94% | 470 |
Pilih Demon's Dance saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 51.53% | 5.47% | 652 |
Pilih Celestial Body saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 51.40% | 8.41% | 1,002 |
Pilih Quest: Steel Your Heart saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 51.14% | 12.14% | 1,447 |
Pilih Slow Cooker saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 50.21% | 4.06% | 484 |
Pilih Tank Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 49.89% | 15.84% | 1,888 |
Pilih Phenomenal Evil saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 49.73% | 6.21% | 740 |
Pilih Goredrink saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 49.29% | 5.35% | 637 |
Pilih Vampirism saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 49.06% | 6.24% | 744 |
Pilih Guilty Pleasure saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 49.02% | 4.72% | 563 |
Pilih Perseverance saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 48.94% | 10.25% | 1,222 |
Pilih Executioner saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 48.81% | 4.23% | 504 |
Pilih Final Form saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 48.70% | 4.19% | 499 |
Pilih First-Aid Kit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 48.58% | 3.85% | 459 |
Pilih Dropkick saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 48.14% | 5.65% | 673 |
Pilih Marksmage saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 48.02% | 5.09% | 606 |
Pilih Soul Eater saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 47.61% | 12.28% | 1,464 |
Pilih Goliath saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 47.43% | 7.66% | 913 |
Pilih Critical Healing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 47.18% | 7.43% | 886 |
Pilih Grandma's Chili Oil saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 46.90% | 5.14% | 612 |
Pilih Rabble Rousing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 45.77% | 5.65% | 673 |
Pilih Impassable saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 43.49% | 4.51% | 538 |
Pilih Infinite Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 63.16% | 1.75% | 209 |
Pilih Quest: Icathia's Fall saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 59.66% | 2.95% | 352 |
Pilih Transmute: Chaos saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 58.09% | 2.02% | 241 |
Pilih Firefox saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 57.52% | 2.23% | 266 |
Pilih Growth Spurt saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 55.93% | 2.27% | 270 |
Pilih Transmute: Gold saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 55.52% | 3.04% | 362 |
Pilih Upgrade Thornmail saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 53.82% | 2.63% | 314 |
Pilih Circle of Death saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 53.73% | 2.14% | 255 |
Pilih Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 53.24% | 2.98% | 355 |
Pilih Red Envelopes saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 52.48% | 2.37% | 282 |
Pilih Snowball Roulette saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 51.25% | 2.01% | 240 |
Pilih Tap Dancer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 50.49% | 2.59% | 309 |
Pilih Gash saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 50.27% | 3.07% | 366 |
Pilih Nightstalking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 49.81% | 2.16% | 257 |
Pilih Dawnbringer's Resolve saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 49.69% | 2.67% | 318 |
Pilih Mighty Shield saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 49.62% | 2.18% | 260 |
Pilih Mountain Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 49.59% | 2.05% | 244 |
Pilih Witchful Thinking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 48.67% | 1.90% | 226 |
Pilih Infernal Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 48.28% | 1.95% | 232 |
Pilih Bread And Cheese saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.13% | 1.80% | 214 |
Pilih Overflow saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 47.73% | 2.22% | 264 |
Pilih Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 47.42% | 2.60% | 310 |
Pilih Frost Wraith saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 47.38% | 3.52% | 420 |
Pilih Upgrade Hubris saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 46.92% | 3.54% | 422 |
Pilih Apex Inventor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 46.80% | 2.10% | 250 |
Pilih Courage of the Colossus saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 46.78% | 3.00% | 357 |
Pilih Self Destruct saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 46.64% | 2.50% | 298 |
Pilih Symphony of War saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 46.33% | 1.83% | 218 |
Pilih Weighted Popoffs saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 45.45% | 2.86% | 341 |
Pilih Mind to Matter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 45.36% | 2.44% | 291 |
Pilih It's Killing Time saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 45.31% | 2.15% | 256 |
Pilih Adamant saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 45.30% | 2.50% | 298 |
Pilih Spiritual Purification saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 44.93% | 2.32% | 276 |
Pilih Bread And Jam saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 44.86% | 2.94% | 350 |
Pilih Speed Demon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 44.49% | 2.06% | 245 |
Pilih Get Excited saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 44.33% | 2.52% | 300 |
Pilih Thread the Needle saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 44.31% | 2.73% | 325 |
Pilih Erosion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 44.19% | 1.80% | 215 |
Pilih Snowball Upgrade saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 44.05% | 2.11% | 252 |
Pilih Divine Intervention saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 43.97% | 2.16% | 257 |
Pilih Upgrade Immolate saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 43.12% | 2.26% | 269 |
Pilih Pinball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 42.91% | 2.25% | 268 |
Pilih Magic Missile saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 42.86% | 1.76% | 210 |
Pilih Protein Shake saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 42.51% | 1.74% | 207 |
Pilih Bread And Butter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 41.96% | 1.88% | 224 |
Pilih Jeweled Gauntlet saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 40.17% | 1.92% | 229 |
Pilih Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 59.00% | 1.68% | 200 |
Pilih Pandora's Box saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 56.46% | 1.23% | 147 |
Pilih Ethereal Weapon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 54.25% | 1.28% | 153 |
Pilih Upgrade Sheen saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 54.02% | 1.46% | 174 |
Pilih Lightning Strikes saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 52.80% | 1.35% | 161 |
Pilih Restless Restoration saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 52.71% | 1.70% | 203 |
Pilih Zealot saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 51.87% | 1.57% | 187 |
Pilih Ocean Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 51.60% | 1.58% | 188 |
Pilih It's Critical saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 50.91% | 1.38% | 165 |
Pilih Giant Slayer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 50.82% | 1.02% | 122 |
Pilih Eureka saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 50.37% | 1.13% | 135 |
Pilih Buff Buddies saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 50.00% | 1.29% | 154 |
Pilih Poro Blaster saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 50.00% | 1.19% | 142 |
Pilih Hat on a Hat saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 50.00% | 1.02% | 122 |
Pilih Biggest Snowball Ever saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 49.72% | 1.50% | 179 |
Pilih Windspeaker's Blessing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 49.32% | 1.23% | 146 |
Pilih Dive Bomber saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 49.14% | 1.47% | 175 |
Pilih King Me saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 48.80% | 1.05% | 125 |
Pilih Donation saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 48.53% | 1.71% | 204 |
Pilih Deft saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 48.33% | 1.51% | 180 |
Pilih Tormentor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 48.26% | 1.44% | 172 |
Pilih Double Tap saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 47.97% | 1.03% | 123 |
Pilih The Brutalizer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 47.56% | 1.38% | 164 |
Pilih Leg Day saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 47.16% | 1.48% | 176 |
Pilih Escape Plan saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 46.90% | 1.22% | 145 |
Pilih Infernal Conduit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 46.58% | 1.23% | 146 |
Pilih From Beginning to End saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 46.41% | 1.28% | 153 |
Pilih ADAPt saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 46.28% | 1.58% | 188 |
Pilih Ominous Pact saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 45.65% | 1.54% | 184 |
Pilih Stats on Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 45.45% | 1.20% | 143 |
Pilih EscAPADe saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 44.68% | 1.18% | 141 |
Pilih Holy Fire saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 43.64% | 1.38% | 165 |
Pilih Cheating saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 42.46% | 1.50% | 179 |
Pilih Scopier Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 40.12% | 1.40% | 167 |
Pilih Ultimate Unstoppable saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 39.22% | 1.28% | 153 |
Pilih Quantum Computing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 38.13% | 1.17% | 139 |
Pilih Soul Siphon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 37.87% | 1.42% | 169 |
Pilih Prom Queen saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 35.11% | 1.10% | 131 |
Pilih Droppybara saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 59.68% | 0.52% | 62 |
Pilih Flashy saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 57.81% | 0.54% | 64 |
Pilih Scopiest Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 57.38% | 0.51% | 61 |
Pilih Can't Touch This saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 57.14% | 0.59% | 70 |
Pilih Twice Thrice saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 54.37% | 0.86% | 103 |
Pilih Firebrand saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 54.02% | 0.73% | 87 |
Pilih Clown College saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 52.50% | 0.67% | 80 |
Pilih Holy Snowball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 52.38% | 0.88% | 105 |
Pilih Tank It Or Leave It saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 51.52% | 0.83% | 99 |
Pilih Cruelty saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 50.43% | 0.97% | 115 |
Pilih Blade Waltz saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 50.00% | 0.81% | 96 |
Pilih Poro King saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 49.52% | 0.88% | 105 |
Pilih Mad Scientist saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 49.50% | 0.85% | 101 |
Pilih Blunt Force saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 48.75% | 0.67% | 80 |
Pilih Mad Scientist saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 48.65% | 0.93% | 111 |
Pilih With Haste saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 48.53% | 0.57% | 68 |
Pilih Void Rift saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 48.35% | 0.76% | 91 |
Pilih Keystone Conjurer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 48.15% | 0.68% | 81 |
Pilih Ultimate Awakening saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 48.08% | 0.87% | 104 |
Pilih Homeguard saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 46.55% | 0.49% | 58 |
Pilih OK Boomerang saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 46.32% | 0.80% | 95 |
Pilih Upgrade Sword of Blossoming Dawn saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 46.27% | 0.56% | 67 |
Pilih Quest: Urf's Champion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 45.71% | 0.59% | 70 |
Pilih Stuck in Here With Me saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 45.71% | 0.59% | 70 |
Pilih Twin Fire saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 45.45% | 0.65% | 77 |
Pilih Repulsor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 45.00% | 0.50% | 60 |
Pilih Ice Cold saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 44.90% | 0.82% | 98 |
Pilih Omni Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 44.58% | 0.70% | 83 |
Pilih Wind Beneath Blade saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 44.26% | 0.51% | 61 |
Pilih Vulnerability saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 43.93% | 0.90% | 107 |
Pilih Shrink Ray saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 43.75% | 0.94% | 112 |
Pilih Ultimate Revolution saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 43.36% | 0.95% | 113 |
Pilih Upgrade Infinity Edge saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 43.10% | 0.49% | 58 |
Pilih Kill Secured saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 42.19% | 0.54% | 64 |
Pilih Scoped Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 41.67% | 0.60% | 72 |
Pilih Hextech Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 41.67% | 0.60% | 72 |
Pilih Fey Magic saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 39.66% | 0.49% | 58 |
Pilih Big Brain saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 39.45% | 0.91% | 109 |
Pilih Laser Heal saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 37.65% | 0.71% | 85 |
Pilih Quest: Wooglet's Witchcap saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 37.31% | 0.56% | 67 |
Pilih Typhoon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T5 | 46.43% | 0.47% | 56 |
Pilih Juiced saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T5 | 46.30% | 0.45% | 54 |
Pilih Veil of Warding saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T5 | 41.18% | 0.43% | 51 |
Pilih Watch Out Grapefruit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T5 | 40.35% | 0.48% | 57 |
Volibear Skill Combos
Extracted from the skill order guide
Use R > W > E > Q when fights are decided by poke, shields, and zone control before anyone fully commits.
Engage, movement, chase, or Snowball-style augments: consider R > Q > W > E or take three early points in W, then finish Q.
Shield, area control, poke-resistance, or magic-damage leaning augments: use R > E > W > Q only when you are not allowed to brawl early.
Volibear Counters
Counters and threats extracted from the matchup guide
Counters
5Volibear counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Volibear is countered by these champions in ARAM: Mayhem.
Read counter detailsVolibear Team Comp Highlights
Partner patterns extracted from the team comp guide
Orianna / Lulu-style enchanter or ball carrier support
Volibear is a natural delivery system for buffs because he commits his body into the enemy team. If an ally can shield, speed him up, or attach a zone of threat to him, his engage becomes much harder to kite and much more punishing to ignore.
Miss Fortune / Brand / Zyra-style area damage follow-up
Volibear makes enemies clump or choose bad paths. When he dives, the enemy team often collapses inward to peel, or they retreat in a straight line through the lane. Area damage champions punish both reactions.
Ashe / Varus / Jhin-style long-range catch marksman
Volibear loves when someone else forces the enemy to stand still first. Long-range catch gives him a cleaner entry, and his own lockdown gives these marksmen safer follow-up shots. The pairing also solves one of his common problems: reaching slippery targets without spending everything just to touch them.
Galio / Neeko / Amumu-style secondary engage and layered crowd control
Volibear is threatening as the first body in, but he becomes much harder to answer when a second engager arrives as the enemy commits peel. Layered crowd control stops the enemy from simply kiting backward after his initial contact.
Kayle / Kog'Maw / Cassiopeia-style sustained damage carry
Volibear is excellent at buying time and creating a messy frontline. Sustained carries need exactly that: someone who makes enemies hit the wrong target, blocks divers, and keeps the fight in one area long enough for repeated damage to win.
Volibear ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Volibear plays as a patient frontline bruiser who absorbs poke, threatens short trades with Q, and waits for clear engage opportunities through Snowball or Flash access. | He becomes a pressure engine who forces fights more often, testing enemy peel and looking for windows to start chaotic brawls rather than waiting for enemies to approach. | Shift from patient wall to active pressure engine that forces repeated enemy checks. |
| Engage Windows | Volibear often waits for one clean Snowball, one enemy misstep, or one allied engage before committing to reach the backline and start fighting. | Faster pace and augments give more ways to start and re-enter fights, but punishment for bad engages is harsher due to stronger enemy peel and burst. | Commit more often but verify ally range and enemy peel before taking Snowball. |
| Q Usage Discipline | Q is held until Snowball lands or an enemy carry steps too far forward, used as a calculated engage threat rather than a spam ability. | Walk forward first when your team can follow, then use Q after enemies spend their first disengage. Do not sprint at the first target seen. | Use Q after enemy disengage is spent, not on cooldown into obvious peel. |
| W Target Selection | Volibear can brawl the nearest tank because fights are slower and front-to-back trading is common and sustainable. | Targets swap faster and burst is higher. Pick a realistic target and stick to it: divers on your carry, bruisers in your team, or carries with no escape. | Maintain target discipline or lose extended-fight value from chasing swaps. |
| Ultimate Purpose | R is often used for tower diving or as a finisher when enemies are low near their structure, creating clear go-now moments. | Treat R as backline access, dodge tool, or fight-splitting ability. Use it to start chaos and break formation, not just as a finisher. | Use R to start fights and split enemy formation, not only to finish low targets. |
| Augment Adaptation | Item and rune choices define most of Volibear's game plan, with default tank-bruiser builds working reliably across most games. | Augments push him into different versions: durability builds for sustained brawling, engage augments for scarier starts, or damage when another frontline exists. | Build around the fight pattern your augment creates rather than defaulting every game. |
Champion Analysis
Peran / Rasio menang
Volibear the Relentless Storm serves as a tank engager and melee fighter in ARAM: Mayhem, excelling at diving enemy backlines with devastating impact. His primary strategic value lies in his ability to initiate fights and disrupt enemy formations through powerful engagement tools. Volibear's core advantage is his Q ability, Thundering Smash, which dashes him forward and flips enemies in his path, making it an excellent engage tool in the single-lane format. Players should use Q to dash toward the enemy backline, flipping enemies to set up follow-up damage from teammates. His damage pattern combines engagement utility with substantial single-target damage output. The W ability, Frenzied Maul, deals massive single-target damage, making it ideal for biting priority targets after engaging. Volibear's E ability, Sky Splitter, provides AoE slow utility, adding crowd control to his kit beyond the flip mechanic. His ultimate, Stormbringer, transforms Volibear into a massive lightning bear with AoE lightning on his auto-attacks, providing damage amplification during teamfights. Players should activate R during teamfights to maximize enhanced damage output. Volibear's positioning requirements reflect his role as a melee tank engager. He must fight in melee range to be effective, which creates inherent risks in his play pattern. His strengths include powerful Q engage, high W single-target damage, R damage amplification, and high tankiness. However, these advantages come with significant weaknesses that players must navigate. Volibear has no mobility outside of his Q dash, slow movement speed, no sustain, and the mandatory requirement to fight in melee range. These limitations mean that Volibear must commit fully once he engages, as he lacks tools to disengage or reposition quickly. The practical strategic value of Volibear in ARAM: Mayhem centers on his ability to force fights and create opportunities for his team. His combination of engagement, crowd control, and damage makes him effective at disrupting enemy backlines and isolating priority targets. Players must weigh his strong initiation potential against his vulnerability to kiting and lack of self-sustain. Success with Volibear requires recognizing when to commit to an engage, as his limited mobility means poor engagements can leave him stranded without escape options. His tankiness allows him to survive the initial engagement, but players should coordinate with teammates to ensure follow-up damage capitalizes on the disruption he creates.
Tips utama
Blog panduan / N/A
Volibear wins in ARAM: Mayhem by turning the narrow lane into a forced brawl rather than playing as a poke champion. He should look for moments when enemies have used their main peel, dash, or crowd control abilities, then walk up with his team close enough to follow and threaten the stun. Engage should start from pressure, not desperation. If the minion wave is alive or the team has chipped the enemy frontline, Volibear can move forward and force someone to answer. Engaging while the wave is dead and the backline is still clearing usually results in eating every spell first while the team arrives late. Snowball helps Volibear skip the worst part of being kited before reaching his first target. He should throw it after enemy waveclear or poke is used, not while enemies are holding spells. The mark itself creates panic, so waiting a beat before dashing can split enemy formation. Volibear should take the dash when a target burns mobility, steps away from peel, or walks into his team's skillshots. Snowball also serves as a dodge tool when a dangerous spell is about to land, provided the landing spot is safer. Volibear excels at counter-engage when enemies dive too deep. If an assassin or bruiser jumps onto a carry, he should turn immediately, stun the diver, and keep hitting the marked target instead of chasing the backline. He should stand slightly in front of his carry when enemies have hard engage, close enough to intercept but not so far forward that he gets crowd controlled before the fight starts. He must save his biggest commit when enemy dive is already locked in rather than using everything first and letting mobile champions sidestep and re-enter. In narrow-lane spacing, Volibear should not stack directly on carries. Standing diagonally forward allows him to threaten engage while leaving room for his backline to dodge. Playing near one wall forces enemies to choose between aiming at him or past him. He must respect anti-engage zones and avoid sprinting through obvious chokes unless key spells are down. Target priority means hitting the target the team can kill, not always the one Volibear wants. A low-mobility mage one step too far forward is better than a full-health carry with defensive tools ready. Against double frontline, he should punish the front tank only if isolated, otherwise forcing the tank backward and switching when a carry steps up. When behind, Volibear should stop forcing long chases and instead play as a counter-engage bruiser who guards carries and punishes divers. He should build fights around enemy mistakes, waiting for a carry to step past their frontline or a diver to enter without backup. His job when behind is to buy one winning window by peeling first, surviving enemy engage, then turning when they overextend. Volibear does not need to look pretty in a losing game; he needs one messy brawl where the enemy steps too close and cannot reset.
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N/A / Augment
Volibear the Relentless Storm operates as a front-line threat who controls space through calculated pressure rather than blind aggression. In the early levels, his primary goal is arriving at level 6 with sufficient health and lane control to start real fights. He should position slightly ahead of carries when teammates can follow, then fall back into the wave against stronger poke or crowd control. Short trades around the minion wave are optimal, stepping forward when enemies waste key abilities on the wave. Snowball should punish oversteps rather than start hopeless dives, and recasting onto a tank while the enemy backline remains untouched often turns Volibear into free damage. During mid levels, Volibear reaches his most reliable window. He must stand close enough to threaten engages while remaining in range for ally support. The focus shifts from small trades to one clean contact that breaks enemy formation. Target selection matters more than tunneling the farthest carry; hitting the first high-value target your team can damage often wins fights by causing formation collapse. Ultimate usage should force commitment or cross danger zones after fights start, not launch from distances that allow enemies to simply walk away. Late game demands patience and precision. One bad engage can lose the map, so Volibear must threaten without becoming isolated. Standing in the front pocket of his team, using brush and minion cover to hide engage timing, prevents predictable kiting. Snowball becomes a fight contract that requires the right target and team readiness before commitment. Ultimate should be saved for moments that decide fights, whether starting clean engagements when ahead or counter-engaging when behind. Augment selection shapes playstyle throughout the game. Durability and healing power allows starting fights and absorbing initial damage. Movement power enables side angles and punishment of low-mobility champions. Damage power works best when entering second after someone else absorbs crowd control. Push or stall decisions depend on team health, ultimate availability, and enemy waveclear strength. When ahead, Volibear chains pressure and zones enemies from minions. When behind, he transitions from primary initiator to counter-engage bruiser, standing atop carries and punishing divers who overextend. The fundamental principle across all stages remains consistent: make fights simple with one target, full commitment, then roll the lane forward.
Read full guideRasio menang
Rasio menang / Rasio pilih
Volibear the Relentless Storm excels as a front-line presence who controls where fights happen rather than a diver chasing backline kills alone. His core strength lies in forcing enemies to expend poke, crowd control, and movement abilities on his health bar while carries remain untouched, creating winning exchanges through resource attrition. When ahead, Volibear should stand forward enough to demand responses, trigger engages when enemy carries overstep or use mobility early, and bait disengage tools before committing his ultimate. His durability, healing, and repeated W trades make him superior in extended fights where he stays connected to marked targets rather than constantly swapping focus. The critical ahead pattern involves using health as a resource without chasing past team spell range, engaging only where backline partners can hit the same target immediately. Volibear grows leads by making enemies show peel tools on fake engages, then taking the second angle when those premium abilities are spent. Augments covering approach problems like movement, slow resistance, or tenacity allow safer engagement distances, while damage-focused augments require more selectivity since damage Volibear still dies entering before his team. Protecting shutdowns matters more than hunting additional low-health targets, and ahead Volibear can bodyguard carries effectively by turning on enemy divers rather than continuing forward. When behind, Volibear cannot survive first rotations against anti-heal, percent damage, or chain crowd control, requiring a role shift toward absorbing only survivable damage and punishing overextension. He should avoid standing center-lane eating free poke, instead playing behind minions or near brush to step forward only when carries can trade back. Counter-engage becomes superior to first engage against stronger ranged comps with disengage, as Volibear performs better when enemies move into him rather than running through five champions. Taking lonely Snowballs when teammates are distant creates easy enemy kills, so behind Volibear must verify immediate follow-up exists before committing. Recovery augments change the action plan significantly. Movement and tenacity options reduce health lost before contact but do not make bad dives good. Shield, damage reduction, and healing amplification allow drawing cooldowns then pulling back while team fires. Damage-only augments require playing as a punish bruiser who hides commitment until targets are controlled or separated. Heavy anti-heal or burn damage demands shorter trades rather than extended sustain attempts. Unrecoverable fights come from ultimating into full-health teams while carries clear waves, chasing through multiple slows after targets escape, re-entering at low health against ready crowd control, taking 4v5 engages while down teammates, or abandoning carries against assassins to chase enemy carries. The fundamental rule distinguishes ahead Volibear making enemies spend tools early and converting panic into controlled engages from behind Volibear forcing enemies forward, punishing mistakes, and committing deep only when augments, cooldowns, and teammate position indicate recoverability.
Read full guidePeringkat champion
Champion / Peran
Volibear the Relentless Storm is a sustained-damage brawler whose identity in ARAM: Mayhem centers on building and maintaining attack rhythm through his passive, then forcing extended fights where his abilities chain together. His passive, The Relentless Storm, defines his playstyle: he grows stronger the longer he keeps hitting targets, spreading magic damage to nearby enemies once fully charged. This makes pre-fight preparation essential, as entering an engage with passive already active transforms his damage output. In Mayhem's crowded, constant-fight environment, Volibear thrives when he can maintain contact with targets, but he struggles against teams that can kite, disengage, or break his attack rhythm. Q, Thundering Smash, serves as Volibear's primary engagement and access tool, letting him close distance and pin a target in place. However, Q requires careful timing because wasting it leaves him in his weakest state: walking toward enemies without leverage. The ability works best when enemies have already spent their escapes or peel tools. W, Frenzied Maul, rewards target discipline by marking an enemy for stronger follow-up damage, creating incentive to stay on one target rather than switching randomly. The challenge lies in choosing a target Volibear can actually reach repeatedly, not just the highest-priority carry. E, Sky Splitter, adds zone control and durability when Volibear stands in the strike area. The delay means it requires prediction or allied crowd control to land reliably, but it can cut off retreats, punish predictable positioning, or provide defensive value when Volibear is absorbing damage. R, Stormbringer, represents Volibear's largest commitment, transforming him into a fight-starting threat with backline access. The ultimate demands team coordination, as a solo R into five enemies without follow-up wastes his strongest cooldown. After landing, immediate target selection and E placement determine whether the engage succeeds. Volibear's strategic identity in Mayhem is that of a momentum champion. He wants to hit things before fights start, choose engages when enemies lack peel, and maintain attack rhythm through extended brawls. His counterplay is straightforward: enemies who kite backward, layer slows and knockbacks, or force him to constantly swap targets can render his passive and W nearly useless. Volibear wins when he creates messy, close-range fights where his sustained damage and durability overwhelm enemies who cannot escape his reach.
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Volibear is strongest when he turns one clean contact into a messy, unavoidable brawl, and most bad games happen because players spend that contact too early, chase the wrong target, or enter without a way to survive the first counter-hit. Mechanical mistakes often start with engaging directly at enemies who still have peel available. Walking forward with an engage tool while obvious knockbacks, roots, silences, or displacements are ready results in getting stopped before reaching the carry and becoming a vulnerable target. The correct approach is walking with minions, terrain pressure, or an ally threat first, then committing once the enemy has used a key defensive tool. If denied, turning sideways to take the nearest safe target is better than donating the rest of your health bar. Dropping the storm zone after enemies have escaped wastes both damage and defensive value. The zone should be placed where the fight is about to happen, not where enemies were previously, ideally when entering melee range or when targets are forced through chokes. Using the bite on the first available enemy then immediately swapping targets loses the payoff from sticking to one target. A realistic target should be chosen and pursued long enough for repeated value, especially if they cannot easily kite after their escape is down. Casting the leap purely for damage while already in melee range spends a major repositioning tool with no way to follow a flash, dodge counter-engage, or reach the backline. The leap should be saved for meaningful gap closes, dodging dangerous ground, resetting fight angles, or committed all-ins when the team can hit the same target. Snowballing the instant it lands without team follow-up results in arriving alone, getting chain-controlled, and forcing allies into bad situations. Snowball should be treated as a threat first and a travel button second, taken when allies can follow, the target is isolated, or landing will interrupt enemy damage setup. Standing still to auto-attack while ranged champions kite backward yields one hit followed by multiple spells. Moving between attacks, cutting off escape paths, and using crowd control maintains contact. Layering every defensive tool at the fight's start while enemies have not committed damage makes Volibear look tanky momentarily, then collapse when real burst lands after protection is gone. Defense should match enemy commitment, holding part of the kit for when they turn and focus. Ignoring animation and pathing discipline when entering through minions or tight spaces causes body-blocks and missed targets, so entering from the side and clicking past the target avoids trapping yourself behind minions. Decision mistakes include forcing the first engage every time the team reaches mid-lane, which teaches enemies your timing and lets them save peel. Varying approaches between threatening from the front, holding engage to punish enemy dashes, or letting poke allies start fights is more effective. Diving the backline while your own damage dealers are being jumped may distract one enemy but loses the champions who finish fights. Deciding before the fight whether to dive or peel is essential, and if the enemy has assassins, staying near carries often wins harder than chasing theirs. Building only for damage against compositions with strong burst, slows, or chain control results in reaching targets once then dying before sustained trading matters. Taking enough durability, tenacity, protection, or healing support ensures staying active after contact. Chasing low-health tanks while enemy carries are untouched spends the whole kit on the hardest target while real threats clean up.
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Volibear
Is Volibear a frontliner or a diver in ARAM: Mayhem? Volibear is usually a diver first and a frontliner second. If your team has follow-up damage, look for angles where you can run past the first target and force carries to move; if your team is poke-heavy or slow, stand closer to your damage dealers and punish anyone who walks in. The tradeoff is simple: deep engages create kills, but a mistimed dive leaves you too far from allies to get value from your sustain. When should I go in as Volibear? Go in when an enemy carry steps too far forward, when your team has a clear follow-up spell ready, or when the enemy has already used key peel. Start the fight decisively rather than half-committing, because Volibear loses a lot of threat if he walks in slowly and gets kited. If the enemy team is holding crowd control for you, bait it first with movement and only commit after they waste it. Should I build Volibear tanky or damage-focused? Build tanky when your team needs someone to start fights, absorb cooldowns, and stay alive long enough to re-engage. Build more damage when you already have another durable champion and the enemy backline can actually be reached. The tradeoff is that damage Volibear punishes mistakes harder, but tank Volibear gives your team more room to play messy fights.
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