Normal order: R > Q > E > W.
N/A
item / Rasio menang / Rasio pilih
N/A
26.9N/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
- 3,100
- Harga
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Harga total
- 3,100
- Harga
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- 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
- 2,700
- 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%.
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%.
50.00%- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
52.17%- 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%.
53.80%- Harga total
- 3,100
- Harga
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
50.00%- 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.
46.02%- Harga total
- 1,200
- Harga
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
45.85%- 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).
46.98%- 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.
54.12%- Harga total
- 3,100
- Harga
- 825
+65 Attack Damage +5% Omnivamp 20% Tenacity Famine Gain Ability Haste based on your Bonus AD. Feast When a champion that you damaged recently dies, gain Omnivamp for a moderate duration.
53.14%- Harga total
- 2,900
- Harga
- 800
+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.
56.65%- Harga total
- 2,700
- Harga
- 800
+350 Health +75 Armor Resilience Receive 30% less damage from Critical Strikes. Humility Slow nearby enemies by 70% for 2 seconds.
50.16%- 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.
50.69%N/A
- Harga total
- 900
- Harga
- 500
+350 Health
51.09%- Harga total
- 400
- Harga
- 400
+150 Health
51.09%- Harga total
- 250
- Harga
- 250
+5 Ability Haste
51.29%- Harga total
- 900
- Harga
- 500
+350 Health
47.98%N/A
- Harga total
- 3,100
- Harga
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- 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
- 3,100
- Harga
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 3,300
- Harga
- 150
+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.
- Harga total
- 3,100
- Harga
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 3,100
- Harga
- 825
+65 Attack Damage +5% Omnivamp 20% Tenacity Famine Gain Ability Haste based on your Bonus AD. Feast When a champion that you damaged recently dies, gain Omnivamp for a moderate duration.
N/Aitem
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
58.90%- Harga total
- 3,300
- Harga
- 150
+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.
59.82%- Harga total
- 3,100
- Harga
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
61.78%- Harga total
- 3,100
- Harga
- 825
+65 Attack Damage +5% Omnivamp 20% Tenacity Famine Gain Ability Haste based on your Bonus AD. Feast When a champion that you damaged recently dies, gain Omnivamp for a moderate duration.
62.05%- Harga total
- 2,900
- Harga
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
57.93%- 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%.
55.47%- Harga total
- 1,200
- Harga
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
54.45%- Harga total
- 3,333
- Harga
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
55.29%- Harga total
- 3,200
- Harga
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
59.87%- Harga total
- 3,300
- Harga
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
56.87%- 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%.
57.99%- Harga total
- 3,100
- Harga
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
58.28%N/A
- Harga total
- 350
- Harga
- 350
+10 Attack Damage
57.19%- Harga total
- 1,050
- Harga
- 100
+20 Attack Damage +10 Ability Haste
57.19%- Harga total
- 250
- Harga
- 250
+5 Ability Haste
60.80%- Harga total
- 1,050
- Harga
- 100
+20 Attack Damage +10 Ability Haste
59.54%N/A
- Harga total
- 3,100
- Harga
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 3,100
- Harga
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
- Harga total
- 3,100
- Harga
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 3,300
- Harga
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
- Harga total
- 3,333
- Harga
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 3,100
- Harga
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
N/Aitem
- Harga total
- 3,100
- Harga
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
56.48%- Harga total
- 3,300
- Harga
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
56.88%- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
57.04%- Harga total
- 3,100
- Harga
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
55.34%- Harga total
- 3,333
- Harga
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
56.66%- 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%.
54.84%- Harga total
- 1,200
- Harga
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
55.50%- Harga total
- 3,100
- Harga
- 825
+65 Attack Damage +5% Omnivamp 20% Tenacity Famine Gain Ability Haste based on your Bonus AD. Feast When a champion that you damaged recently dies, gain Omnivamp for a moderate duration.
57.46%- Harga total
- 3,300
- Harga
- 750
+40 Attack Damage +25% Attack Speed +450 Health Cleave Attacks deal physical damage to nearby enemies. Breaking Shockwave Deal physical damage and Slow nearby enemies by 35%. Gain 35% decaying Move Speed per champion hit for 3 seconds.
60.57%- Harga total
- 3,200
- Harga
- 775
+400 Health 20% Tenacity The Claws that Catch Gain bonus Attack Damage. Lifeline Taking damage that would reduce your Health below 30% grants a decaying Shield for 4.5 seconds.
54.56%- Harga total
- 3,300
- Harga
- 150
+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.
57.43%- Harga total
- 3,100
- Harga
- 750
+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.
61.01%N/A
- Harga total
- 250
- Harga
- 250
+5 Ability Haste
54.75%- Harga total
- 1,050
- Harga
- 100
+20 Attack Damage +10 Ability Haste
52.22%Augment
Augment / Rasio menang
| Nama | Kelangkaan | Tier | Rasio pilih | Game | |
|---|---|---|---|---|---|
Pilih Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 64.51% | 3.96% | 479 |
Pilih Transmute: Prismatic saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 63.87% | 7.90% | 955 |
Pilih Transmute: Gold saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 59.54% | 3.94% | 477 |
Pilih Slap Around saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 58.93% | 8.62% | 1,042 |
Pilih Get Excited saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 57.75% | 5.28% | 639 |
Pilih Shrink Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 57.64% | 4.49% | 543 |
Pilih Scopier Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 57.13% | 13.15% | 1,591 |
Pilih Mystic Punch saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 56.17% | 6.56% | 794 |
Pilih Demon's Dance saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 56.02% | 7.28% | 880 |
Pilih Scoped Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 55.93% | 6.62% | 801 |
Pilih Goredrink saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 55.52% | 15.97% | 1,931 |
Pilih Deft saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 55.32% | 6.75% | 817 |
Pilih Goliath saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 54.43% | 7.00% | 847 |
Pilih Weighted Popoffs saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 54.37% | 5.29% | 640 |
Pilih Soul Eater saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 53.87% | 4.59% | 555 |
Pilih The Brutalizer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 53.61% | 6.75% | 817 |
Pilih Tap Dancer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 53.60% | 4.94% | 597 |
Pilih Vampirism saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 53.47% | 20.74% | 2,508 |
Pilih Rabble Rousing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 53.45% | 7.90% | 956 |
Pilih Executioner saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 53.17% | 10.56% | 1,277 |
Pilih Symphony of War saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 53.17% | 5.74% | 694 |
Pilih Upgrade Hubris saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 52.83% | 11.39% | 1,378 |
Pilih Lightning Strikes saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 52.35% | 5.45% | 659 |
Pilih Critical Healing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 52.20% | 5.64% | 682 |
Pilih Scopiest Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 52.16% | 5.36% | 648 |
Pilih Mad Scientist saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 52.00% | 4.13% | 500 |
Pilih Thread the Needle saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 51.72% | 6.99% | 845 |
Pilih Transmute: Chaos saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 65.03% | 2.53% | 306 |
Pilih Pandora's Box saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 63.76% | 1.80% | 218 |
Pilih Red Envelopes saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 61.67% | 2.37% | 287 |
Pilih Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 61.40% | 2.25% | 272 |
Pilih It's Critical saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 58.82% | 2.53% | 306 |
Pilih Blunt Force saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 58.66% | 2.72% | 329 |
Pilih Final Form saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 58.33% | 2.28% | 276 |
Pilih Infinite Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 58.12% | 1.93% | 234 |
Pilih Donation saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 57.78% | 1.86% | 225 |
Pilih Heavy Hitter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 56.31% | 1.84% | 222 |
Pilih Quest: Steel Your Heart saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 55.90% | 3.22% | 390 |
Pilih Tank Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 54.86% | 3.57% | 432 |
Pilih Dual Wield saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 54.80% | 2.07% | 250 |
Pilih Gash saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 54.73% | 2.79% | 338 |
Pilih EscAPADe saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 53.35% | 3.33% | 403 |
Pilih Giant Slayer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 53.13% | 3.03% | 367 |
Pilih Speed Demon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 53.13% | 3.70% | 448 |
Pilih Upgrade Sheen saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 52.85% | 2.17% | 263 |
Pilih Pinball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 52.67% | 2.48% | 300 |
Pilih Typhoon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 52.51% | 2.14% | 259 |
Pilih Dropkick saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 52.35% | 2.29% | 277 |
Pilih Soul Siphon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 52.04% | 3.24% | 392 |
Pilih First-Aid Kit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 51.53% | 2.70% | 326 |
Pilih Spiritual Purification saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 51.50% | 2.76% | 334 |
Pilih Infernal Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 51.36% | 3.65% | 442 |
Pilih Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 51.34% | 2.79% | 337 |
Pilih Snowball Upgrade saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 51.12% | 2.59% | 313 |
Pilih Snowball Roulette saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 51.12% | 2.59% | 313 |
Pilih Shrink Ray saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 50.83% | 2.99% | 362 |
Pilih Firebrand saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 50.81% | 3.08% | 372 |
Pilih Bread And Butter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 50.55% | 2.27% | 275 |
Pilih Apex Inventor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 50.42% | 1.98% | 240 |
Pilih Dawnbringer's Resolve saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 49.35% | 1.91% | 231 |
Pilih Jeweled Gauntlet saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 49.23% | 3.21% | 388 |
Pilih Slow and Steady saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.34% | 2.74% | 331 |
Pilih Bread And Cheese saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 47.51% | 1.83% | 221 |
Pilih Blade Waltz saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 47.15% | 3.19% | 386 |
Pilih Twice Thrice saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 46.27% | 3.22% | 389 |
Pilih Upgrade Collector saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 44.52% | 2.41% | 292 |
Pilih Swift and Safe saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 59.65% | 0.94% | 114 |
Pilih Nightstalking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 59.62% | 1.76% | 213 |
Pilih Clown College saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 58.96% | 1.11% | 134 |
Pilih Biggest Snowball Ever saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 58.69% | 1.76% | 213 |
Pilih Escape Plan saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 58.64% | 1.34% | 162 |
Pilih Stats on Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 57.14% | 1.45% | 175 |
Pilih Dive Bomber saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 56.59% | 1.50% | 182 |
Pilih Wind Beneath Blade saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 56.50% | 1.46% | 177 |
Pilih King Me saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 56.07% | 1.77% | 214 |
Pilih Tank It Or Leave It saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 55.90% | 1.33% | 161 |
Pilih Outlaw's Grit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 55.56% | 1.12% | 135 |
Pilih Cerberus saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 55.45% | 1.74% | 211 |
Pilih Protein Shake saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 55.10% | 1.22% | 147 |
Pilih Buff Buddies saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 54.96% | 1.08% | 131 |
Pilih Restless Restoration saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 54.62% | 0.98% | 119 |
Pilih Quantum Computing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 54.61% | 1.26% | 152 |
Pilih Vulnerability saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 54.41% | 1.12% | 136 |
Pilih Self Destruct saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 54.31% | 0.96% | 116 |
Pilih Shadow Runner saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 54.24% | 0.98% | 118 |
Pilih Ocean Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 54.10% | 1.01% | 122 |
Pilih Perseverance saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 53.50% | 1.65% | 200 |
Pilih Ultimate Revolution saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 53.29% | 1.38% | 167 |
Pilih Poro King saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 53.23% | 1.03% | 124 |
Pilih Nightstalking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 53.13% | 1.06% | 128 |
Pilih Ethereal Weapon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 53.09% | 1.34% | 162 |
Pilih Ultimate Awakening saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 51.88% | 1.32% | 160 |
Pilih It's Killing Time saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 51.27% | 1.63% | 197 |
Pilih Upgrade Infinity Edge saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 51.01% | 1.64% | 198 |
Pilih Leg Day saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 50.36% | 1.15% | 139 |
Pilih Growth Spurt saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 49.76% | 1.71% | 207 |
Pilih Cheating saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 49.66% | 1.20% | 145 |
Pilih Divine Intervention saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 49.46% | 1.54% | 186 |
Pilih Light 'em Up! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 48.91% | 1.13% | 137 |
Pilih Double Tap saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 47.90% | 1.38% | 167 |
Pilih Ultimate Unstoppable saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 45.65% | 1.14% | 138 |
Pilih Celestial Body saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 45.24% | 1.04% | 126 |
Pilih Holy Snowball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 44.72% | 1.33% | 161 |
Pilih Mad Scientist saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 67.09% | 0.65% | 79 |
Pilih Omni Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 61.25% | 0.66% | 80 |
Pilih With Haste saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 61.25% | 0.66% | 80 |
Pilih Watch Out Grapefruit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 60.76% | 0.65% | 79 |
Pilih From Beginning to End saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 57.58% | 0.82% | 99 |
Pilih Fan the Hammer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 57.58% | 0.82% | 99 |
Pilih Guilty Pleasure saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 57.58% | 0.55% | 66 |
Pilih Can't Touch This saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 56.88% | 0.90% | 109 |
Pilih Overflow saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 56.19% | 0.87% | 105 |
Pilih Upgrade Sword of Blossoming Dawn saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 56.14% | 0.47% | 57 |
Pilih OK Boomerang saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 55.41% | 0.61% | 74 |
Pilih Goldrend saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 55.36% | 0.46% | 56 |
Pilih Quest: Icathia's Fall saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 54.84% | 0.51% | 62 |
Pilih Erosion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 54.39% | 0.47% | 57 |
Pilih Poro Blaster saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 54.37% | 0.85% | 103 |
Pilih Hextech Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 54.29% | 0.58% | 70 |
Pilih Prom Queen saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 52.94% | 0.42% | 51 |
Pilih Stuck in Here With Me saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 52.17% | 0.76% | 92 |
Pilih Flashy saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 51.90% | 0.65% | 79 |
Pilih Bread And Jam saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 51.00% | 0.83% | 100 |
Pilih Fey Magic saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 50.94% | 0.44% | 53 |
Pilih Dashing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 50.00% | 0.89% | 108 |
Pilih Slow Cooker saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 50.00% | 0.45% | 54 |
Pilih Magic Missile saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 48.39% | 0.77% | 93 |
Pilih Frost Wraith saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 48.24% | 0.70% | 85 |
Pilih Quest: Urf's Champion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 48.15% | 0.67% | 81 |
Pilih Upgrade Immolate saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 48.08% | 0.43% | 52 |
Pilih Little Devil saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 48.08% | 0.43% | 52 |
Pilih Holy Fire saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 40.54% | 0.61% | 74 |
Zaahen Skill Combos
Extracted from the skill order guide
If an augment directly upgrades E and changes your engage or chase pattern: R > E > Q > W.
If an augment directly upgrades W into a repeatable damage or survival engine: R > W > Q > E, or R > W > E > Q if E is needed to stay in range.
If an augment directly upgrades W into a repeatable damage or survival engine: R > W > Q > E, or R > W > E > Q if E is needed to stay in range.
Zaahen Team Comp Highlights
Partner patterns extracted from the team comp guide
Hard engage tanks: Malphite, Amumu, Leona, Nautilus
These champions give Zaahen the cleanest job: wait behind the first wave of crowd control, then enter while enemies are already locked down or split by the engage. He gets more value when he is the second threat into the fight, not the only target walking forward.
Shielding and speed enchanters: Lulu, Karma, Milio, Janna
Zaahen often needs a buffer during the moment he becomes visible and targetable. Shields, movement speed, anti-dive tools, and peel let him take a sharper angle without instantly losing the trade to layered crowd control.
Zone-control mages: Orianna, Anivia, Viktor, Azir, Veigar
Zone mages shape the bridge so Zaahen does not have to brute-force through five champions. Their walls, control zones, and threat areas push enemies into predictable paths, which gives Zaahen cleaner target selection and reduces the risk of being kited in open space.
Pick and displacement supports: Thresh, Blitzcrank, Pyke, Poppy
Pick champions create unfair fights before the full 5v5 starts. Zaahen likes that because he can spend his commitment on a trapped or displaced target instead of forcing through a prepared frontline.
AoE follow-up damage: Miss Fortune, Brand, Rumble, Hwei, Karthus
Zaahen pressures attention. AoE damage champions punish the enemy for clumping to stop him. If enemies group tightly with crowd control ready, they expose themselves to large-area damage; if they spread out, Zaahen gets more isolated targets.
Synergy mechanism: These champions give Zaahen the cleanest job: wait behind the first wave of crowd control, then enter while enemies are already locked down or split by the engage. He gets more value when he is the second threat into the fight, not the only target walking forward. Combo: Let the tank threaten from brush, Snowball, or a front-line angle. Once they connect, Zaahen follows onto the same target or cuts across to the enemy carry who steps forward to punish the tank. If the engage hits multiple enemies, Zaahen should choose the lowest-mobility damage dealer rather than chasing the tankiest target. Best scenario: This pairing is strongest against poke, enchanter backlines, and fragile damage comps that rely on spacing. A hard engage tank forces them to stop throwing spells freely, and Zaahen punishes the panic movement after the first crowd control lands. Enemy answer: The enemy will hold disengage, cleanse effects, knockbacks, or exhaust-style damage reduction for Zaahen instead of the tank. They may also stand far apart so the first engage only catches one champion. Failure risk and recovery: If the tank misses the engage, Zaahen should not force the same angle. Back up, clear the wave if possible, and wait for the next minion crash or Snowball mark. If the tank catches only a frontliner, Zaahen can hit the frontline briefly, then reset position instead of overchasing into the enemy damage zone. 2. Shielding and speed enchanters: Lulu, Karma, Milio, Janna Synergy mechanism: Zaahen often needs a buffer during the moment he becomes visible and targetable. Shields, movement speed, anti-dive tools, and peel let him take a sharper angle without instantly losing the trade to layered crowd control. Combo: The enchanter should hold protection until Zaahen actually commits, not spend it while he is only posturing. Zaahen steps forward with the wave or follows a Snowball mark, draws enemy spells, then receives shield or speed to either finish the target or exit before the second wave of damage lands. Best scenario: This is excellent when Zaahen is the main physical or melee threat and the rest of the team has enough ranged damage to soften targets. The enchanter makes every failed enemy pick attempt expensive, because Zaahen can turn immediately after surviving the burst. Enemy answer: Enemies will try to bait the shield first, then re-engage once it is gone. They may also hit the enchanter instead, forcing Zaahen to choose between diving forward and peeling backward. Failure risk and recovery: If Zaahen goes in before his support can reach him, the combo collapses. The recovery is simple: play one screen closer to the enchanter, use minions as the staging point, and only take fights where protection can land. If the enemy dives the enchanter, Zaahen should turn into peel mode rather than abandoning the backline for a low-value chase. 3. Zone-control mages: Orianna, Anivia, Viktor, Azir, Veigar Synergy mechanism: Zone mages shape the bridge so Zaahen does not have to brute-force through five champions. Their walls, control zones, and threat areas push enemies into predictable paths, which gives Zaahen cleaner target selection and reduces the risk of being kited in open space. Combo: The mage controls the center or cuts off one side of the lane. Zaahen pressures the opposite side, forcing the enemy to choose between walking through the mage’s damage zone or giving him a flank angle. When an enemy carry steps around the zone to keep dealing damage, Zaahen can punish that isolated path. Best scenario: This works best against short-range brawlers, immobile carries, and teams that need to walk forward together. Zaahen benefits because the enemy cannot spread perfectly; someone has to give ground, and that creates a target. Enemy answer: Strong poke teams can wait out the zone and chip Zaahen before he finds an opening. Mobile champions can also dash around the controlled area and force the mage to spend defensive tools early. Failure risk and recovery: The mistake is diving past the zone before it has done its job. If Zaahen enters too early, he separates from the mage’s damage and becomes easy to collapse on. Recover by playing slower: let the mage clear wave, hold the choke, and only commit when the enemy has already moved into a bad lane position. 4. Pick and displacement supports: Thresh, Blitzcrank, Pyke, Poppy Synergy mechanism: Pick champions create unfair fights before the full 5v5 starts. Zaahen likes that because he can spend his commitment on a trapped or displaced target instead of forcing through a prepared frontline. Combo: The support fishes for a hook, pull, stun, or knockback near the minion wave. Zaahen stays close enough to follow, but not so close that he gets poked for free. When the pick lands, he helps burst the target or zones the rescue squad so they cannot safely walk in. Best scenario: This is high value against squishy teams with one or two key damage dealers. If the enemy carry gets pulled even once near Zaahen, the fight can become a numbers advantage before ultimates and major defensive tools are even used. Enemy answer: Enemies will hide behind minions, draft spell shields, or stand far enough back that only their tank can be caught. They may also hard-engage immediately after a missed hook, punishing the pick champion’s downtime. Failure risk and recovery: If the pick misses, Zaahen should not walk up trying to “save” the play. Give space, protect the hook champion from the counter-engage, and wait for minions to reset. If only the enemy tank is caught, Zaahen should help damage them only if the team can burn them quickly; otherwise he should hold his main commit for the carries stepping forward. 5. AoE follow-up damage: Miss Fortune, Brand, Rumble, Hwei, Karthus Synergy mechanism: Zaahen pressures attention. AoE damage champions punish the enemy for clumping to stop him. If enemies group tightly with crowd control ready, they expose themselves to large-area damage; if they spread out, Zaahen gets more isolated targets. Combo: Zaahen should threaten entry from one side while the AoE teammate holds their major damage for the enemy’s response. When enemies collapse onto him or retreat through a choke, the AoE lands across their escape path. Zaahen then finishes low-health targets or blocks the route back to safety. Best scenario: This pairing shines in narrow bridge fights, around destroyed turret space, and during messy post-engage skirmishes where enemies cannot maintain perfect spacing. It also helps Zaahen when he cannot instantly kill a target, because the AoE softens the whole team for the second pass. Enemy answer: The enemy will disengage from Zaahen instead of clumping, or they will send only one durable champion to occupy him while the carries stay wide. Long-range poke can also force the AoE teammate to use spells defensively before Zaahen starts the fight. Failure risk and recovery: If Zaahen dives before the AoE teammate is in range, the enemy can spend everything on him and walk out before the damage arrives. Recover by syncing on wave position: wait until the enemy must stand near minions, turret rubble, or a choke, then force the fight where AoE follow-up is guaranteed to matter.
Best overall draft shape: one reliable engager, one protection tool, and at least one ranged champion who can punish enemies for grouping. Zaahen does not need every teammate to play around him, but he does need the team to create a real fight. If the draft has no engage, no peel, and no wave control, he has to start from neutral every time, and that gives the enemy too many clean punish windows.
Zaahen ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Fight Identity | Acts as a secondary engager or cleanup melee who waits for someone else to start, then commits when the enemy backline has limited room to kite. | Needs flexibility to be the first body in if durable enough, or a second-wave threat entering after the first round of enemy spells has been used. | Adapt entry timing based on your augments and durability rather than defaulting to a cleanup role. |
| Snowball Usage | Often used as a simple engage button to start fights or reach targets directly. | Use as a threat check to force respect, or as a repositioning tool to dodge damage, rather than always taking the recast. | Treat Snowball marks as options, not orders; check target state before committing. |
| Skill Order Priority | Max the spell giving the most reliable wave contact and champion damage, prioritizing consistent damage and safe trading. | Prioritize spells that let you enter, stick, or survive if your augment setup rewards repeated fighting over raw damage. | Adjust max order to match augment needs like uptime or durability instead of copying normal builds. |
| Teamfight Spacing | Usually stands just behind or beside the main frontline, waiting for poke to soften targets or for a clear engage. | Hover at the edge of enemy engage range to punish missteps without being forced to spend tools defensively. | Stay close enough to threaten but far enough to avoid forced defensive tool usage. |
| Health Thresholds | A melee champion can sometimes sit low and bait because the enemy lacks the speed to finish. | Extra mobility and stronger burst patterns make low-health bait much riskier, requiring you to stop posturing when low. | Stop frontlining when low; let teammates take space while you re-enter after enemies overextend. |
Champion Analysis
Peran / Rasio menang
Zaahen The Unsundered is a melee fighter-tank in Hextech Mayhem with tremendous sustained combat power and outstanding durability. His passive, The Darkin Bloodwell, rapidly regenerates health when out of combat, granting exceptional sustainability that allows him to recover between engagements. This makes him one of the hardest champions to kill in the mode. His Q, The Darkin Blade, is his core damage ability: a three-part combo where each strike deals area-of-effect damage in different shapes. The third strike, Deathbringer, has the largest area, highest damage, and knocks up enemies at the edges, making it consistently effective at hitting multiple champions in the crowded team fights that define Hextech Mayhem. His W, Infernal Chains, pulls back enemies attempting to flee, which is a crucial tool for preventing escapes and keeping opponents locked in combat. His E, Umbral Dash, provides repositioning capability to set up his Q combos effectively. Zaahen’s ultimate, World Ender, grants bonus attack damage and healing while providing a death-defying mechanic: upon taking lethal damage, he enters stasis before reviving with substantial health recovery. This ultimate makes him incredibly resilient and capable of turning fights around even when he should be eliminated. Zaahen grows stronger the longer a fight persists, so his strategic value lies in extended engagements where he can fully leverage his sustain, AoE damage, and escape denial. Positioning is melee-focused; he needs to close distance and remain in the thick of battle to maximize his Q combos and ultimate uptime. His damage pattern is sustained area-of-effect through repeated Q rotations, while his utility includes a knockup on the third Q cast and a pull on his W that counters mobile champions or fleeing targets. The practical takeaway is that mastering his Q combo timing and ultimate usage transforms him into an unstoppable force, capable of absorbing heavy punishment while dishing out consistent damage and controlling enemy movement.
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Zaahen The Unsundered performs best when he enters a fight second, punishing enemies after they have committed their crowd control, dashes, or peel. Walking in first without backup leaves him exposed to slows and poke before he can reach a real target. The optimal engage window appears when the enemy backline steps past its own frontline, often after chasing poke too far. He should not burn every gap-closer just to start contact; walking as far as safely possible forces the enemy to reveal a slow, root, or displacement first. Allied minions block skillshots and hide approach angles, so fighting when the wave is alive is far safer than pushing into an open lane. When an enemy diver jumps onto an ally, Zaahen is stronger turning on that diver first rather than chasing the backline, because killing the first engager removes the enemy’s safe space. His strongest burst or control should be held until opponents commit, not thrown at max range where they can simply back up and wait it out. Standing close enough to punish without being chained means hovering just behind the frontline and stepping in when a catch tool misses, or peeling backward if it lands. Planning an exit before entering is critical; the escape route runs back through the team, not deeper into enemy territory. Side spacing along the bridge edges breaks target focus and provides a cleaner retreat behind terrain-side minions. If slowed before the fight, forcing an engage is a mistake—better to back up, wait for the next wave, and let sustain or shields reset the health gap. Zaahen should not stack directly on his tank; a half-step to the side avoids both champions eating the same engage tool. Brush control shortens the lane for him while giving enemies easy chain crowd control if he face-checks. Against heavy poke, moving with the wave instead of between waves keeps projectiles from targeting him. Target priority demands hitting the closest high-value target, not always the farthest carry; killing the mage, enchanter, or diver in front may win the fight faster than walking past enemies. When the first target shields, becomes untargetable, or dashes away, swapping targets fluidly draws cooldowns and punishes the next exposed body. Finishing low-health opponents requires a safe path; chasing through three healthy enemies often gives away a shutdown. Snowball is a threat before a ticket in—landing it forces repositioning, and taking the recast only when the team can follow within a second or two. Using Snowball after enemy peel is down, or defensively to threaten re-entry without walking through poke, maximizes its value. Fight rhythm should align with augment windows: extended-combat augments call for safe damage before committing, burst augments need one clean crowd-control window, and defensive augments must be triggered before the enemy burst lands. Takedown or reset-style augments require choosing realistic targets that are already chunked or separated. Pushing after winning health, not after losing it, and pulling back after forcing major cooldowns prevents overstaying. Dives are only successful with wave, health, and follow-up, and should avoid untouched crowd control; exiting sideways after the kill avoids delayed spells. When behind, Zaahen stops looking for hero engages and instead punishes oversteps and protects carries, saving cooldowns for the enemy’s mistake while peeling first before chasing. Every decision revolves around patience, positioning, and punishing the moment the enemy overcommits.
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N/A / Augment
Zaahen The Unsundered’s playstyle in Mayhem evolves through three phases built on patience, positioning, and punishing enemy mistakes. In the early game (levels 1–6), he starts in the second line slightly off-center from the minion wave to avoid free poke while maintaining threat range. His trading rhythm involves short melee patterns only after the enemy uses their main crowd control or long-range poke; stepping into a trade when all five enemies hold spells gives them the exact fight they want. Snowball is primarily a punish tool—use it after an enemy steps past their wave, misses crowd control, or when your team can follow instantly. If Snowball lands on a tank in front of four ready carries, hold the re-cast unless it creates a clean numbers advantage. Early augments should solve the first problem: reaching fights, surviving burst, or winning extended contact. Push only when your ranged champions already hit the wave and the enemy cannot punish your step-up; when outranged, stall near turret to preserve health. When ahead, take brush control and keep the wave moving without chasing into turret. When behind, stop contesting every minion, let the wave come in, and punish enemy overstepping near your turret. The goal before level seven is to reach the mid game with enough health, item progress, and summoner pressure to start real fights. During the mid game (levels 7–11), Zaahen shifts between second line and front line based on cooldowns and wave control. He stops taking random chip damage and forces committed skirmishes, calling a target when an enemy squishy uses mobility, cleanse, shield, or major peel too early. Snowball can start fights, but only with a second plan—check that your team is close, the target is not baiting under turret, and you have a way to keep fighting or exit. Augments define his fight pattern: engage augments let him threaten from fog to burn defensive tools, defensive augments make him the first body in but then turn back to protect carries, and damage augments mean he avoids starting into tanks and finishes priority targets. Push when a won fight gives turret pressure or next health relic control; stall when your team lacks cooldowns or has low-health carries. When ahead, walk forward with minions to split enemy attention and pick isolated targets. When behind, look for side-entry Snowballs and counter-engage after the enemy’s first rotation. By level eleven, identify your job for the next two fights—either bodyguard for fed carries or hunter against immobile enemy carries. In the late game (level 12+), patience becomes critical. Deaths cost too much, so Zaahen stands where he can threaten a flank or protect damage dealers without giving the enemy a free start. He wants the second or third beat of the fight, not the first blind jump. Trading stops unless it leads to a kill, turret, relic, or forced retreat; waiting for the enemy to misplace a carry or waste peel is essential. Snowball is either a fight-winning bridge or a throw button—use it on priority targets when team can chain damage, or defensively to follow an enemy diver. Avoid re-casting onto full-health tanks unless killing that tank opens the base. Augments define risk level: durability lets him start fights when allies are in range; burst or chase means entering after defensive tools are gone; extended combat rewards staying mobile and hitting the safest reachable target. Push after kills or when the enemy loses waveclear, walking with the cannon wave to force spells.
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Rasio menang / Rasio pilih
When ahead, Zaahen The Unsundered must force clean fights rather than brute forcing blindly. Positioning just outside enemy hard crowd control range lets him threaten the first target that steps forward and force the enemy to spend disengage before he fully commits. Diving first into five ready players turns a lead into a shutdown window. Key triggers for aggression include the enemy having just used major peel, engage, or anti-dive tools; Zaahen should move in immediately with his team close enough to follow. Another trigger is wave control near the enemy side, where holding a forward brush or side angle instead of hitting minions in the open makes his entry line unpredictable. When an enemy carry walks past their tank or support, Zaahen can commit only if he can finish or force them out before the rest collapses. If his frontline has already started the fight, he should step to the side to cut off the next escape path rather than overlapping into an already dead target. Augment choices while ahead should remove the one thing that can still stop him: mobility and sticking power against kiting, durability and tenacity against lockdown, or defensive options if he already kills anything he touches. The ahead fight pattern begins by marking the enemy answer that can stop entry, entering from a side angle instead of the middle, spending enough to secure but not everything to start, and resetting after the first kill to take repeated winning trades rather than one endless chase. The most common throw is diving past a still-living wave while ranged champions are clearing or shopping. Respect death timers and staggered spawns: push the wave, hit the structure, and leave before enemies respawn around you. When behind, Zaahen cannot brute-force first contact and must play as a punish champion, standing near carries and waiting for an overextension. Triggers include an enemy frontline stepping too far ahead of their carries, the enemy using mobility forward to poke or chase, a carry being dove (peel first then re-engage), and when his team has no wave and the enemy is grouped under his structure. Behind augments should fix access and survival before greed damage: sustain against poke, tenacity or cleanse against control, and mobility or gap-closers if he cannot reach targets. The behind fight pattern requires holding health until the real fight, letting the enemy show their target first, using snowball or long-range engage only when the landing zone is playable, and exiting after the punish without chasing into fresh cooldowns. Avoid fights that cannot be recovered even with a one-for-one trade, and use low-risk pressure to rebuild the game by threatening anyone hitting the wave without committing until the enemy wastes something. The recovery mindset is simple: ahead, Zaahen forces enemies to spend answers and punishes the gap; behind, he makes enemies spend answers first and punishes the mistake.
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Champion / Peran
Zaahen The Unsundered’s ability data is not verified for ARAM: Mayhem in the current patch, making it critical to approach his kit without assuming specific damage types, crowd control, or cooldown behavior. Instead, each spell must be treated as a variable to be identified and adapted to during the first waves and skirmishes. His Passive functions as a baseline fight rule: players must discover what condition activates it—whether it requires stacking, taking damage, landing hits, or staying in combat—and then play around that trigger rather than assuming it is always active. In Mayhem’s fast, repetitive fights, testing the Passive during the first wave is essential before committing to an all-in. Zaahen’s Q is the first spell to classify; it may be poke, a melee strike, a cleave, a setup tool, or a finisher, and every trade pattern changes based on that answer. Reliable damage and wave control should be prioritized over flashy angles, and missing Q invites a clean punish window that forces a retreat. W represents his second identity check: it might protect him, control enemies, amplify damage, restore health, or create a zone. Defensive uses should be saved for enemy burst rather than small poke trades, while offensive uses require allied follow-up to be effective on the Howling Abyss layout. The spell enemies punish hardest, W must be committed only after resources are expended. E is the spell most likely to decide whether Zaahen can start fights or must wait; it may grant mobility, engage, repositioning, or secondary damage. Wasting E as mobility often leaves him trapped in the lane with no clean exit, so it should be used conservatively early and reserved for following enemy crowd control or engaging after key cooldowns are spent. R is the fight-defining button, whether it functions as execute pressure, transformation, burst, control, durability, mobility, or a reset-style payoff. Its exact purpose must be confirmed in-game, and it should be used when it creates a clear swing—securing a kill, blocking enemy burst, starting a fight the team can follow, or turning a messy brawl into a numbers advantage. The first ultimate fight should focus on the target allies are already damaging to avoid a wasted spell. Across the entire kit, the primary strategic principle is adaptability: early waves are for learning, not forcing. Every ability carries a punishment for misuse, and recovering from a mistimed or missed spell requires playing safely behind minions, waiting for allies to create openings, and avoiding compounded mistakes. By reading each spell’s function in real time and prioritizing reliable damage and survival over heroic plays, Zaahen can be effective even without confirmed mechanics, making his value in Mayhem a product of careful observation and disciplined execution.
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Blog panduan / Tier
Zaahen The Unsundered gets punished hard when played as a mindless first-contact brawler in ARAM: Mayhem. Fights start fast and damage is messy, so one bad entry can turn the match into a spectator screen. The most important distinction is between mechanical mistakes—how you press buttons in the fight—and decision mistakes—when you choose to fight at all. Mechanically, opening with mobility just to touch the first enemy in range leaves you without a way to adjust when the enemy kites, shields, or throws crowd control. The correct habit is to walk up with minions or allied pressure first, then spend mobility after the enemy commits a peel spell. Dumping every damage button into the enemy frontline without checking their carries lets you trade health for a target built to survive; hit the frontline only when it is safe or when your team can finish quickly. Using defensive tools after you are already locked down wastes the chance to survive the first punish window; protect yourself as the enemy starts their counter-engage, not after the combo connects. Cancelling basic attacks over-prioritizing spells makes damage come out awkwardly; weave attacks between spells. Aiming key abilities through the widest part of the formation can let them get blocked by minions or shields; cast from an angle after the wave thins. Taking Snowball without checking the landing area voluntarily delivers you into layered damage and chain crowd control; take it only when your team can follow or the target is isolated. Fighting with camera locked too tightly causes you to miss flanks or key control abilities; scan both backlines before entering. Decision mistakes start with engaging while your team is not ready, creating a one-man engage; engage only when allies are in range to follow. Diving the backline every fight without checking peel makes you predictable; vary target selection. Ignoring health relic and wave timing leaves you with poor setup; fight around recovery windows and allied presence. Building only for highlight damage when the enemy has burst or kite tools exposes greed; choose durability or sticking power against heavy control. Chasing low-health enemies past the wave into fog trades a kill for a likely death; chase only when you know the team cannot collapse. Treating every crowd control as equal leads you to walk into the one effect that stops your engage; identify the fight-ending spell before committing. Staying on the map at low health because Zaahen feels strong in close fights loses your threat; play behind the wave until you recover or the fight becomes a cleanup. The clean Zaahen game is about entering after the enemy shows their answer, keeping damage on a target your team can finish, and respecting when your tools are down. If you make a mistake, shrink the play fast: stop chasing, regroup, and make the next fight slower for the enemy.
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Zaahen
Is Zaahen a good pick in ARAM: Mayhem? Zaahen is best when your team needs a committed melee threat that can turn messy fights into extended brawls. Pick him if your lobby already has some poke, crowd control, or follow-up damage, then look for fights where enemies cannot freely kite backward. The tradeoff is that you usually pay health to create space, so forcing without backup can make you look useless fast. What is Zaahen’s main job in teamfights? Your job is to make the enemy backline react, not to stand still trading with the closest tank forever. When a fight starts, move with your engage or use Snowball pressure to threaten a vulnerable target, then keep fighting only if your team is close enough to punish the collapse. If you dive too early, the enemy gets a clean focus window and your damage buys nothing. Should I build Zaahen for damage or durability? Build enough durability to survive your first commit, then add damage when you can stay on targets. If the enemy has heavy poke, burst, or layered crowd control, lean defensive first so you can enter fights without instantly losing half your health. The tradeoff is slower kills, but a living Zaahen creates more pressure than a greedy one waiting on respawn.
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