Normal order: R > Q > E > W.
N/A
item / Rasio menang / Rasio pilih
N/A
26.9N/A
- 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
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
- 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.
- 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
- 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
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
N/Aitem
- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
51.00%- 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.
51.61%- 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.
50.64%- 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.
51.58%- Harga total
- 3,500
- Harga
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
52.27%- 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.
51.64%- Harga total
- 3,250
- Harga
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
48.05%- Harga total
- 3,000
- Harga
- 1,050
+95 Ability Power +40% Magic Penetration
49.99%- 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%.
49.56%- 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.
43.10%- Harga total
- 3,000
- Harga
- 200
+105 Ability Power +40 Magic Resist Annul Grants a Spell Shield that blocks the next enemy Ability.
52.20%- 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.
48.15%N/A
- Harga total
- 150
- Harga
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
52.46%- Harga total
- 1,200
- Harga
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
52.46%- Harga total
- 1,200
- Harga
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
51.76%- Harga total
- 1,100
- Harga
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
50.10%Augment
Augment / Rasio menang
| Nama | Kelangkaan | Tier | Rasio pilih | Game | |
|---|---|---|---|---|---|
Pilih Void Rift saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 56.35% | 9.23% | 1,771 |
Pilih Transmute: Prismatic saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 56.35% | 7.76% | 1,489 |
Pilih Shadow Runner saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 56.00% | 10.30% | 1,975 |
Pilih Quest: Wooglet's Witchcap saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 54.60% | 5.04% | 967 |
Pilih Shrink Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 54.51% | 7.52% | 1,442 |
Pilih Vampirism saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 53.94% | 5.95% | 1,142 |
Pilih Transmute: Gold saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 53.57% | 4.23% | 812 |
Pilih From Beginning to End saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 53.43% | 7.98% | 1,531 |
Pilih Eureka saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 53.36% | 10.24% | 1,964 |
Pilih Giant Slayer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 53.32% | 5.89% | 1,129 |
Pilih Phenomenal Evil saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 52.87% | 14.15% | 2,714 |
Pilih Poro Blaster saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 52.61% | 5.20% | 998 |
Pilih ADAPt saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 52.58% | 7.47% | 1,432 |
Pilih Thread the Needle saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 52.45% | 9.45% | 1,813 |
Pilih Hat on a Hat saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 52.03% | 4.36% | 836 |
Pilih Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 51.76% | 4.30% | 825 |
Pilih Dashing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 51.28% | 5.09% | 977 |
Pilih Witchful Thinking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 51.22% | 9.38% | 1,800 |
Pilih Jeweled Gauntlet saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 50.62% | 13.09% | 2,511 |
Pilih Grandma's Chili Oil saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 50.31% | 9.19% | 1,763 |
Pilih Overflow saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 50.14% | 5.43% | 1,041 |
Pilih Keystone Conjurer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 50.10% | 5.39% | 1,034 |
Pilih Firefox saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 49.90% | 5.34% | 1,024 |
Pilih Marksmage saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 49.72% | 6.43% | 1,233 |
Pilih Magic Missile saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 49.65% | 17.66% | 3,388 |
Pilih Weighted Popoffs saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 49.58% | 5.58% | 1,071 |
Pilih Speed Demon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 49.24% | 5.15% | 987 |
Pilih It's Killing Time saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 48.69% | 11.18% | 2,144 |
Pilih Executioner saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 48.61% | 13.27% | 2,545 |
Pilih Twin Fire saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 48.13% | 5.29% | 1,014 |
Pilih Infernal Conduit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 47.39% | 4.60% | 882 |
Pilih Critical Missile saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 45.82% | 4.30% | 825 |
Pilih Red Envelopes saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 57.75% | 3.53% | 677 |
Pilih Swift and Safe saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 56.03% | 3.20% | 614 |
Pilih Transmute: Chaos saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 55.67% | 2.43% | 467 |
Pilih Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 55.61% | 2.28% | 437 |
Pilih Big Brain saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 55.28% | 3.60% | 691 |
Pilih Infinite Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 54.89% | 2.18% | 419 |
Pilih Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 54.80% | 3.85% | 739 |
Pilih Wind Beneath Blade saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 54.46% | 3.27% | 628 |
Pilih Ethereal Weapon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 54.44% | 2.29% | 439 |
Pilih Homeguard saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 54.44% | 1.76% | 338 |
Pilih Donation saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 53.90% | 3.08% | 590 |
Pilih Infernal Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 53.87% | 1.82% | 349 |
Pilih Buff Buddies saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 53.76% | 2.29% | 439 |
Pilih Snowball Roulette saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 53.39% | 2.54% | 487 |
Pilih Pinball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 53.27% | 2.79% | 535 |
Pilih Clown College saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 52.53% | 2.58% | 495 |
Pilih Goredrink saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 52.02% | 3.35% | 642 |
Pilih Biggest Snowball Ever saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 51.29% | 2.23% | 427 |
Pilih Upgrade Zhonya saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 51.07% | 3.42% | 656 |
Pilih Bread And Butter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 51.03% | 3.29% | 631 |
Pilih Mind to Matter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 50.55% | 2.36% | 453 |
Pilih Kill Secured saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 49.87% | 2.02% | 387 |
Pilih Snowball Upgrade saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.87% | 3.68% | 706 |
Pilih Rabble Rousing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.66% | 1.95% | 374 |
Pilih Vulnerability saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.59% | 2.04% | 391 |
Pilih Ominous Pact saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 48.19% | 1.73% | 332 |
Pilih Spiritual Purification saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 47.98% | 3.35% | 642 |
Pilih Bread And Cheese saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 46.65% | 2.34% | 448 |
Pilih Fey Magic saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 46.63% | 1.78% | 341 |
Pilih Nightstalking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 46.28% | 4.00% | 767 |
Pilih Dive Bomber saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 57.39% | 0.92% | 176 |
Pilih Escape Plan saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 57.29% | 1.04% | 199 |
Pilih Zealot saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 56.07% | 1.46% | 280 |
Pilih Stats on Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 54.37% | 1.07% | 206 |
Pilih With Haste saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 53.01% | 1.39% | 266 |
Pilih Goldrend saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 52.94% | 0.80% | 153 |
Pilih Ocean Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 52.84% | 1.56% | 299 |
Pilih Pandora's Box saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 50.62% | 1.68% | 322 |
Pilih Can't Touch This saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 50.61% | 0.85% | 164 |
Pilih Outlaw's Grit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 50.33% | 1.58% | 304 |
Pilih Cheating saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 50.32% | 1.64% | 314 |
Pilih Soul Siphon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 50.28% | 0.92% | 177 |
Pilih Leg Day saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 49.32% | 1.15% | 221 |
Pilih Juiced saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 48.81% | 0.88% | 168 |
Pilih Divine Intervention saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 48.78% | 0.85% | 164 |
Pilih Hextech Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 48.43% | 1.50% | 287 |
Pilih Light 'em Up! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 48.33% | 1.25% | 240 |
Pilih Ultimate Revolution saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 47.96% | 1.15% | 221 |
Pilih Apex Inventor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 47.90% | 1.24% | 238 |
Pilih Self Destruct saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 47.83% | 0.96% | 184 |
Pilih Get Excited saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 47.68% | 1.24% | 237 |
Pilih Searing Dawn saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 47.13% | 0.91% | 174 |
Pilih Earthwake saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 46.83% | 1.07% | 205 |
Pilih King Me saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 46.10% | 1.47% | 282 |
Pilih Glass Cannon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 45.87% | 1.14% | 218 |
Pilih Restless Restoration saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 45.86% | 0.94% | 181 |
Pilih Nightstalking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 45.80% | 1.37% | 262 |
Pilih Ultimate Unstoppable saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 45.66% | 1.14% | 219 |
Pilih Holy Snowball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 45.60% | 1.01% | 193 |
Pilih Ultimate Awakening saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 45.41% | 1.08% | 207 |
Pilih It's Critical saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 44.95% | 1.14% | 218 |
Pilih Ice Cold saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 44.57% | 1.39% | 267 |
Pilih Bread And Jam saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 43.32% | 0.97% | 187 |
Pilih OK Boomerang saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 57.45% | 0.74% | 141 |
Pilih Omni Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 53.41% | 0.46% | 88 |
Pilih Quantum Computing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 53.26% | 0.48% | 92 |
Pilih Quest: Steel Your Heart saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 51.67% | 0.31% | 60 |
Pilih Don't Blink saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 51.64% | 0.64% | 122 |
Pilih Watch Out Grapefruit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 51.47% | 0.71% | 136 |
Pilih Flashy saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 51.45% | 0.72% | 138 |
Pilih Tank It Or Leave It saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 51.40% | 0.56% | 107 |
Pilih Critical Healing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 50.68% | 0.38% | 73 |
Pilih Quest: Urf's Champion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 49.48% | 0.51% | 97 |
Pilih Purist - Caster saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 48.82% | 0.66% | 127 |
Pilih Mad Scientist saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 48.35% | 0.47% | 91 |
Pilih Goliath saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 48.31% | 0.46% | 89 |
Pilih Erosion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 48.28% | 0.60% | 116 |
Pilih Blade Waltz saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 47.69% | 0.68% | 130 |
Pilih Missing Ping Augment saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 46.67% | 0.31% | 60 |
Pilih Poro King saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 46.55% | 0.30% | 58 |
Pilih Veil of Warding saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 46.34% | 0.64% | 123 |
Pilih Firebrand saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 46.00% | 0.52% | 100 |
Pilih Perseverance saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 45.59% | 0.35% | 68 |
Pilih Tap Dancer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 45.45% | 0.69% | 132 |
Pilih Scopier Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 45.16% | 0.32% | 62 |
Pilih Droppybara saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 43.56% | 0.53% | 101 |
Pilih Frost Wraith saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 43.55% | 0.32% | 62 |
Pilih Tank Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 43.16% | 0.50% | 95 |
Pilih Dropkick saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 42.86% | 0.51% | 98 |
Pilih Back to Basics saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 42.19% | 0.33% | 64 |
Pilih Crit Ncast saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 39.68% | 0.33% | 63 |
Pilih Growth Spurt saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 39.33% | 0.46% | 89 |
Pilih Repulsor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 35.21% | 0.37% | 71 |
Pilih Double Tap saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 30.67% | 0.39% | 75 |
Pilih Poltergeist saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T5 | 33.33% | 0.28% | 54 |
Aurora Skill Combos
Extracted from the skill order guide
A common adjusted order is R > Q > W > E when your survival and re-entry value clearly decide fights more than raw second-spell damage.
E-enhanced or brawl-focused augments: R > E > Q > W, only with a clear trigger
Max Q first, max E second, put points in R whenever available, and leave W for last.
Aurora Counters
Counters and threats extracted from the matchup guide
Counters
6Aurora counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
6Aurora is countered by these champions in ARAM: Mayhem.
Read counter detailsAurora Team Comp Highlights
Partner patterns extracted from the team comp guide
Hard Engage Tanks Synergy Mechanism: These Champions Give Aurora The Cleanest Fight Shape: Someone Else Enters First, Absorbs The First Punish, And Pins Targets Long Enough For Aurora To Land Her Damage Instead Of Gambling On A Raw Angle. Combo: Let The Tank Threaten Snowball Or Direct Engage First. Once The Enemy Backline Steps Together Or Uses Mobility To Dodge The Tank, Aurora Follows With Her Own Entry And Drops Her Zone Where The Fight Is Already Forced. She Should Not Lead Unless The Enemy Has Clearly Wasted Key Control. Best Scenario: The Enemy Team Has Multiple Squishy Carries Standing Behind One Frontline Body. A Tank Engage Pulls Their Peel Forward, Aurora Enters From The Side, And The Enemy Carries Are Stuck Choosing Between Fighting The Tank Or Turning Into Aurora’s Burst. Enemy Answer: Good Opponents Spread Before The Engage, Hold Knockbacks Or Silences For Aurora, And Refuse To Stack Inside The Choke. They May Also Bait The Tank In, Disengage, Then Punish Aurora When She Follows Late. Failure Risk: If Aurora Enters At The Same Time As The Tank But From The Same Straight Line, She Eats Every Defensive Spell Meant For The Engage. If The Tank Misses, Aurora Has No Safe Target And Can Get Stranded. Recovery: Do Not Force The Second Dash Or Chase After A Failed Engage. Back Out Behind The Tank, Farm The Wave, And Wait For The Next Crowd Control Chain. Aurora Can Still Poke And Threaten A Re-entry Once Enemy Cooldowns Are Down. Orianna, Seraphine, Karma, Lulu, Milio
Primary engage: Aurora is much stronger as the second champion into the fight. A real frontliner or reliable initiator stops her from spending mobility just to start a coin-flip engage.
Aurora ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Acts as a patient, opportunistic poke mage who chips frontline and saves big commits for fights that are already starting. | Becomes an active tempo skirmisher who must create fight starts herself and cannot rely on passive wave-clearing to stack advantages. | Shift from waiting for openings to actively creating punishable windows. |
| Ultimate Usage | Often saved as a major teamfight tool against grouped enemies, waiting for the perfect moment to maximize target count. | Used earlier to lock priority areas, split fast dives, or force escapes; waiting for five-man plays often leaves frontline dead. | Use ultimate to stop dives or trap two priority targets rather than waiting. |
| Snowball Strategy | Can often skip Snowball aggression and rely on spell range, brush control, and waiting for enemy mistakes. | Higher value as engage choice, dodge tool, and threat signal; landing it lets you choose when to enter instead of only reacting. | Hold Snowball recast for follow-up or after enemy escapes are burned. |
| Tempo and Resets | Has room for low-health standoffs, sitting back to catch waves and waiting for relics or better fight opportunities. | Harsher pace punishes slow resets; winning a trade requires immediately converting pressure before enemies recover through augments. | Push pace after won trades when team can follow; do not let enemies recover. |
| Build Logic | Follows standard mage plans for damage, penetration, and safety, often delaying defensive purchases until after several deaths. | Requires problem-solving builds; defensive items enable survival through initial contact, adding more real damage than greedy purchases. | Buy defensive answers early to survive dives and cast multiple times. |
Champion Analysis
Peran / Rasio menang
Aurora the Witch Between Worlds functions as a ranged mage in Hextech Mayhem, distinguished by her unique dual-realm mechanics and excellent mixed damage output. Her identity centers on the ability to traverse between the material and spiritual worlds, creating a distinctive combat style that sets her apart from other mages in the mode. Her passive, Spirit Butterfly, establishes a unique rhythm to her spellcasting by causing abilities to leave spirit butterflies on enemies hit. Collecting enough butterflies empowers her next ability, rewarding consistent ability usage and encouraging players to maintain pressure through careful spell sequencing. Her Q, Soul Touch, serves as her primary damage tool, firing spiritual energy that deals magic damage for poke and supplementary damage. This ability provides reliable harass in the single-lane environment of Hextech Mayhem. Her W, Spirit Realm, represents her core ability and defining mechanic. When activated, Aurora enters the spirit world where she can move freely and cast abilities while enemies in the material world take continuous damage. This dual-realm interaction creates opportunities for safe damage output and repositioning that few other champions can replicate. Aurora's E, Butterfly Wings, functions as her core mobility tool, releasing butterfly wings for a movement speed boost that enables effective repositioning in the cramped fighting space of Hextech Mayhem. Her ultimate, Realm Merge, stands as her most powerful ability, merging the material and spiritual worlds to deal massive AoE magic damage while slowing enemies in a large area. In the crowded team fights characteristic of Hextech Mayhem, this combination of AoE damage and crowd control proves excellent for influencing engagements and turning fights in her team's favor. Aurora's strategic value lies in her ability to deliver consistent damage from unexpected angles through her spirit realm mechanics while maintaining safety through her mobility tool. Her kit rewards players who can master the rhythm of her spirit butterfly system and effectively time her realm transitions. The combination of poke damage, sustained damage through her W, and powerful teamfight ultimate makes her a versatile pick capable of contributing across multiple phases of Hextech Mayhem engagements. Her dual-realm mechanics and spirit butterfly system make Aurora one of the most unique mages in Hextech Mayhem.
Tips utama
Blog panduan / N/A
Aurora the Witch Between Worlds thrives in chaotic, messy fights rather than prolonged front-to-back poking. In ARAM's narrow lane, success comes from short trades where you tag an opponent, step sideways, and force them to guess whether you are committing or backing out. Walking straight at five enemies results in getting stunned and eliminated, while hovering at the edge of vision and shifting angles before they respond forces bad skillshots and creates space for your team. Start fights from an angle rather than through the minion line. Aurora becomes significantly more threatening when approaching from side brush or from behind your frontline after enemies have expended long-range spells. Engaging through the center allows tanks to body-block and gives carries time to react. Look for marked or slowed targets before committing, as your best engage is often a quick hit followed by a step back while team poke lands. Commit harder only when enemy carries have used their dashes, cleanses, spell shields, or main crowd control. Aurora excels when enemies enter your space first. If a bruiser or assassin Snowballs onto your backline, turn on the diver rather than chasing carries. Use mobility to stay outside their clean hit range while helping your team eliminate them. Hold reposition tools when enemies have clear engage threats, as dodging the first engage often forces their team to walk forward through your damage with no clean setup. Use your ultimate as a fight-shaping tool to split enemy frontlines from carries or trap overextended targets, but avoid placing it too early without ally damage nearby. Leave fights before being forced out. Aurora can slip around combat but is not a tank, and waiting until rooted, stunned, or boxed against terrain eliminates escape options. After trades, immediately decide whether to chase isolated targets or reset behind durable allies. Use minion waves as cover when retreating, stepping behind minions or tanks to avoid skillshots, then re-entering from different angles. Stand slightly off-center in lane, as the middle attracts every poke spell and engage tool. Diagonal movement lets Aurora tag side targets while maintaining pressure. Respect choke points near towers and brush entrances where movement becomes predictable. Do not stack directly on marksmen or enchanters, as this gives enemies free multi-target value. Hit targets you can finish rather than always targeting carries. Diving past tanks with crowd control ready often throws fights. Carry access comes from tracking dashes, shields, and peel cooldowns. Against assassins, become the trap by standing near vulnerable allies and punishing their landing. Snowball works best after creating uncertainty, not onto full-health frontlines at max range. The threat alone can break enemy formation, so wait for proper follow-up before committing. Use Snowball defensively when fights flip to escape danger. Time augment triggers around what they reward, activating combat augments when enemies commit forward rather than retreat. When behind, stop forcing deep flanks and instead protect waveclear while waiting for enemy overcommits to punish.
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N/A / Augment
Aurora the Witch Between Worlds excels in short, angled fights rather than prolonged front-to-back confrontations. She functions as a slippery AP skirmisher who steps in when enemies have expended their engage or main poke, tags them, then fades back before the full enemy team can respond. When her team has hard engage, Aurora follows and cleans up. When her team is fragile, she slows the fight down, punishes oversteps, and preserves enough health to threaten the next wave. During levels 1 through 6, Aurora should position slightly behind her frontline or beside her strongest poke champion, never alone in the front brush. Early deaths are punishing because they surrender lane control and grant enemies relic access. She trades in small bites, stepping up after enemies waste spells on the wave or her tank, landing damage, then retreating before they can answer with a full rotation. Snowball serves as a follow-up tool rather than an opener, used when frontline crowd control lands or an enemy carry is already low. Early augments should address her primary problems: survivability to cast, reaching targets safely, or adding reliable damage to short trades. Push when her team has stronger waveclear or an enemy dies; stall when enemies possess superior all-in potential or her frontline is low. From levels 7 through 11, Aurora becomes significantly more dangerous when entering from the correct position. She stands outside direct enemy engage lines and seeks diagonal approaches from brush, behind her tank, or after her wave crashes. Trading revolves around enemy cooldowns; when key crowd control or dashes are down, she steps forward for heavier rotations. Snowball punishes separated targets rather than diving full backlines alone. Augment choices should match the game state, prioritizing engage tools, burst, or survivability depending on team composition and enemy threats. Push after winning trades or killing waveclear champions; stall when enemy ultimates are ready and her team lacks health. At levels 12 and beyond, patience defines Aurora's approach. She positions to threaten the enemy backline without being the first target struck. Late fights hinge on single oversteps or caught carries, so she avoids trading health for chip damage. Snowball becomes fight-deciding, used to follow guaranteed crowd control, dodge into better angles, or reach carries lacking peel. Late augment selections reinforce her final role, whether as main damage threat or utility support. Push hard after won fights with multiple enemies down; stall when missing ultimates or waiting for respawns. The clean Aurora pattern is wait, angle, strike, leave, then strike again when enemies chase. Rushing the first entry makes her the target, but forcing enemies to spend tools first allows Aurora to transform Mayhem fights into messy skirmishes where her mobility and burst matter more than raw frontline durability.
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Rasio menang / Rasio pilih
Aurora the Witch Between Worlds excels when she enters fights after enemies have committed their key cooldowns, whether ahead or behind. When ahead, she should play as a short-range closer rather than long-range artillery, standing just outside reliable engage range and chipping with safe casts before committing once carries have used dashes, cleanse tools, spell shields, or peel cooldowns. Entering after these tools are gone converts leads into clean wipes, while entering first donates shutdown gold to the enemy. Wave control serves as a permission slip for aggression. When minions are under the enemy turret, Aurora can take side angles and force enemies to choose between clearing, dodging, or answering her. If the wave is dead, backing up is essential because diving through an empty lane gives the enemy full vision and focus. Ahead Aurora throws games when she treats every low-health target as free, instead of first checking for point-and-click crowd control, knockups, suppression, silence, or instant burst that can stop her. Fighting from the edge of the brawl forces carries into bad positioning. Standing directly in front allows tanks to mark her too easily. The big commit should be held for lock-in moments when enemies have no dash available, are clumped near terrain, or are retreating through narrow lane sections. Mobility should be spent to finish fights, not start every trade, because enemies wait for over-hops into their team. Augment choices should protect leads from single mistakes. Defensive or movement-based augments like shields, healing, anti-burst tools, or speed after casting help survive the moment after diving. Damage augments work when enemies cannot reach Aurora cleanly or lack reliable engage. After two kills, pushing the wave and hitting structures matters more than chasing, because fresh enemies can flip fights when Aurora is deep with low health. When behind, Aurora must stop playing for highlight engages and focus on health bars, cooldowns, and wave survival. Her first job becomes making the enemy frontline pay for walking up rather than diving the carry. Mobility serves as a dodge tool first, waiting for dangerous spells before answering. Cleanup angles replace initiation angles, with entry triggers being teammate crowd control or enemy carries walking forward to finish kills. Defending the wave becomes critical when behind, as losing it means losing space, relic access, turret health, and safe recall timing. Augments should buy time through survivability, shielding, healing, damage reduction, or movement rather than raw damage. Damage augments only help when teammates can provide peel. Aurora should never ult or hard-commit into full enemy resources, instead waiting for enemies to dive too far, carries to separate from peel, or allies to land the first control effect. Recovery comes through side pockets and fog rather than open-lane running. The fundamental rule across both states is that Aurora wins when she enters after enemies have shown their answer.
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Champion / Peran
Aurora the Witch Between Worlds operates as a poke mage who transitions into a skirmisher through her passive, Spirit Abjuration. This mechanic rewards repeated contact with the same champion, triggering extra magic damage alongside a burst of mobility and sustain. In ARAM: Mayhem, the crowded fights make her passive easy to start but risky to finish. Chasing a backline champion to complete a passive cycle often pulls Aurora into crowd control, so she should target enemies already walking forward. Her Q, Twofold Hex, serves as her primary poke, wave pressure, and passive-stacking tool. The return path often proves stronger than the initial cast because enemies sidestep the first shot then walk into the pullback line while trading. Q is normally maxed first as her most reliable damage button. W, Across the Veil, functions as her repositioning and stealth tool. Mayhem's constant crowd control and random burst windows make holding W for enemy committed engage stronger than using it to start poke. Wasted W leaves Aurora as a short-ranged mage with limited escape, creating her clearest punish window. E, The Weirding, provides a close-to-mid range blast with self-displacement, damaging and slowing enemies while moving Aurora backward. This built-in kite pattern excels against bruisers, assassins, and tanks who cross the front line. E is usually maxed second, adding reliable combat value after Q. Her ultimate, Between Worlds, defines teamfights by creating a zone that makes escape difficult for enemies while giving Aurora powerful repositioning options inside. R is strongest when enemies are already committed, such as after a hook lands or when divers jump onto her backline. Placement discipline matters; aiming for the space enemies must move through rather than where they stand prevents easy escapes. A bad R that catches no priority target or places Aurora beyond follow-up range is expensive, as enemies can wait out the zone and re-engage after her escape tools are gone. Throughout all phases, Aurora wins through controlled spacing and short repeated trades rather than extended chases or all-in dives.
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Aurora the Witch Between Worlds performs best when she tags enemies from just outside retaliation range and commits only after they have spent their best answers. The most damaging mistakes come from treating her like a pure poke mage or a full dive assassin when she is neither. Mechanical errors often start with mismanaging Q, her main damage spell. Firing Q without securing the return cast loses a large portion of her damage pattern and leaves her vulnerable to retaliation. The correct approach is throwing Q when enemies are moving through narrow lanes, locked by allied crowd control, or stepping up for minions, then recasting only when the return path will cross them. W should never be used forward just to start a trade, as this spends her main repositioning tool before the enemy commits. If they answer with Snowball, hard crowd control, or a dash, she has no clean exit. W is best saved for the second beat of a fight, dodging key spells or repositioning after damage lands. E requires respect for its backward movement, as poor placement can push Aurora out of follow-up range, into enemy skillshots, or away from her own ultimate area. Her ultimate should not be dropped on the first enemy seen, especially a frontline tank. R is most effective when multiple enemies are grouped, when a carry has used mobility, or when the team can immediately hit targets inside the area. Chaining every spell instantly with no read on enemy reactions allows mobile champions to dash after the first cast and dodge the rest, while long-range mages punish locked animation windows. Staggering casts lets Aurora tag with Q or E, watch for enemy responses, then commit when movement becomes predictable. After entering stealth or repositioning with W, standing still invites prediction skillshots and sweeping damage to punish her last known path. Snowball should be treated as a threat marker first, with the second cast decision based on allied distance, enemy cooldowns, and W availability rather than instantly following it into the enemy team. Decision mistakes include engaging first every fight before enemy crowd control is used, which gets Aurora pinned down before her damage reaches the right target. Her best entry is often after enemies turn their camera and cooldowns toward someone else. Ignoring wave state leads to taking trades inside enemy minions, losing safe Q angles, and giving opponents free cover. Clearing or thinning the wave before serious trades creates cleaner Q return lines and makes enemy movement easier to read. Diving the backline while allied carries are being run down may trade one kill but loses the fight when enemy divers remove her damage base first. Fighting in narrow enemy-favored zones without vision of key threats gives hook champions, burst mages, and hard engage tanks simple angles while reducing useful escape paths. Chasing one low-health enemy past their team often results in the return path disappearing as enemies turn and layer control. Treating every ultimate as a kill button instead of a fight-shaping tool wastes it when the team cannot follow, leaving no answer for the real engage. Staying low health because of overconfidence in outplay potential invites random poke or burn damage to remove her before her kit matters. The clean Aurora rule is simple: damage first, commitment second, and escape always planned. If a play has no return path, it is not an outplay but a donation with extra steps.
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Aurora
Is Aurora a good pick in ARAM: Mayhem? Yes, Aurora is a strong pick when your team can start fights or hold enemies in a tight area. Play her as a skirmishing mage: poke first, look for grouped targets, then commit when the enemy has already used key crowd control. The tradeoff is that she is not a pure backline artillery champion, so bad entries get punished hard. What is Aurora’s main job in a Mayhem fight? Aurora wants to soften enemies, threaten side angles, and punish teams that clump together. If your frontline forces the enemy to stand still or retreat through a narrow lane, step up and layer your damage into that moment. If you go first without backup, you usually spend your mobility just escaping instead of winning the fight. Should I build Aurora for burst or sustained damage? Build for burst when the enemy team has fragile carries and low healing, because short trades let you delete targets before they can answer. Build more sustained damage when fights are long, tanks are walking forward, or the enemy has shields and healing that survive your first combo. The tradeoff is simple: burst gives better picks, sustained damage gives better second rotations.
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