Normal order: R > Q > E > W.
N/A
item / Rasio menang / Rasio pilih
N/A
26.9N/A
- Harga total
- 2,950
- Harga
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- 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.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 2,950
- Harga
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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.
- Harga total
- 2,950
- Harga
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Harga total
- 900
- Harga
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Harga total
- 2,750
- Harga
- 363
+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.
N/Aitem
- 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.
50.93%- Harga total
- 2,750
- Harga
- 363
+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.
53.85%- Harga total
- 2,950
- Harga
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
54.22%- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
55.00%- Harga total
- 900
- Harga
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
52.04%- 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.
54.30%- Harga total
- 3,000
- Harga
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
46.61%- Harga total
- 2,850
- Harga
- 313
+55 Attack Damage 18 Lethality +10 Ability Haste Cleave Attacks deal physical damage to nearby enemies. Heretical Cleave Deal physical damage around you.
56.14%- 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.
56.48%- Harga total
- 3,000
- Harga
- 500
+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.
59.52%- 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.
53.36%- Harga total
- 3,000
- Harga
- 850
+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.
53.94%N/A
- Harga total
- 350
- Harga
- 350
+10 Attack Damage
51.16%- Harga total
- 1,050
- Harga
- 100
+20 Attack Damage +10 Ability Haste
51.16%- Harga total
- 1,050
- Harga
- 100
+20 Attack Damage +10 Ability Haste
46.31%- Harga total
- 350
- Harga
- 350
+10 Attack Damage
53.20%- Harga total
- 1,000
- Harga
- 300
+20 Attack Damage 10 Lethality
53.20%N/A
- 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.
- 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
- 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.
- 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
- 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.
- Harga total
- 900
- Harga
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- 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.
51.82%- 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.
52.45%- 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.
51.73%- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
50.84%- 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).
50.74%- Harga total
- 3,000
- Harga
- 225
+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.
49.53%- Harga total
- 900
- Harga
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
51.94%- 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.
52.94%- Harga total
- 2,950
- Harga
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
51.67%- 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.
52.75%- Harga total
- 1,200
- Harga
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
51.67%- 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.
50.83%N/A
- Harga total
- 1,050
- Harga
- 100
+20 Attack Damage +10 Ability Haste
49.90%- Harga total
- 350
- Harga
- 350
+10 Attack Damage
49.71%- Harga total
- 1,050
- Harga
- 100
+20 Attack Damage +10 Ability Haste
49.71%- Harga total
- 250
- Harga
- 250
+5 Ability Haste
54.22%N/A
- 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.
- Harga total
- 900
- Harga
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- 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
- 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.
- 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
- 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.
- 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.
N/Aitem
- 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.
46.14%- 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.
47.37%- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
46.23%- 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.
48.89%- Harga total
- 900
- Harga
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
49.21%- 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.
54.17%- 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).
42.39%- 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.
54.20%- 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%.
51.68%- 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.
57.11%- Harga total
- 2,750
- Harga
- 363
+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.
55.06%- Harga total
- 3,000
- Harga
- 225
+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.
40.21%N/A
- Harga total
- 1,050
- Harga
- 100
+20 Attack Damage +10 Ability Haste
46.21%- Harga total
- 350
- Harga
- 350
+10 Attack Damage
47.77%- Harga total
- 1,050
- Harga
- 100
+20 Attack Damage +10 Ability Haste
47.77%- Harga total
- 50
- Harga
- 50
Consume Restores +120 Health over 15 seconds.
46.46%- Harga total
- 1,050
- Harga
- 100
+20 Attack Damage +10 Ability Haste
46.46%N/A
- Harga total
- 2,950
- Harga
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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.
- Harga total
- 2,950
- Harga
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- 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.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 2,950
- Harga
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- 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.
- 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.
N/Aitem
- 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.
52.18%- Harga total
- 2,950
- Harga
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
53.84%- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
51.95%- 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.
52.93%- 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.
56.75%- 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).
52.16%- Harga total
- 2,750
- Harga
- 363
+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.
57.51%- Harga total
- 900
- Harga
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
55.17%- Harga total
- 3,000
- Harga
- 225
+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.
51.03%- 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.
60.91%- Harga total
- 1,200
- Harga
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
51.16%- Harga total
- 3,000
- Harga
- 500
+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.
60.14%N/A
- Harga total
- 1,050
- Harga
- 100
+20 Attack Damage +10 Ability Haste
51.56%- Harga total
- 350
- Harga
- 350
+10 Attack Damage
49.31%- Harga total
- 1,050
- Harga
- 100
+20 Attack Damage +10 Ability Haste
49.31%- Harga total
- 350
- Harga
- 350
+10 Attack Damage
55.14%- Harga total
- 1,000
- Harga
- 300
+20 Attack Damage 10 Lethality
55.14%Augment
Augment / Rasio menang
| Nama | Kelangkaan | Tier | Rasio pilih | Game | |
|---|---|---|---|---|---|
Pilih Transmute: Prismatic saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 55.77% | 6.88% | 511 |
Pilih Swift and Safe saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 54.86% | 10.38% | 771 |
Pilih Slap Around saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 54.20% | 10.26% | 762 |
Pilih Earthwake saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 54.10% | 5.75% | 427 |
Pilih Rabble Rousing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 53.22% | 13.39% | 994 |
Pilih Final Form saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 52.18% | 6.79% | 504 |
Pilih Goredrink saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 51.98% | 8.50% | 631 |
Pilih Dashing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 51.91% | 12.35% | 917 |
Pilih Outlaw's Grit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 51.43% | 17.00% | 1,262 |
Pilih Soul Eater saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 51.39% | 5.35% | 397 |
Pilih Clown College saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 50.48% | 5.60% | 416 |
Pilih Shrink Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 50.24% | 5.63% | 418 |
Pilih Critical Healing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 50.13% | 5.00% | 371 |
Pilih Thread the Needle saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 49.73% | 7.50% | 557 |
Pilih Upgrade Hubris saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 49.38% | 16.36% | 1,215 |
Pilih Mighty Shield saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 49.17% | 6.52% | 484 |
Pilih Weighted Popoffs saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 49.14% | 5.48% | 407 |
Pilih Goliath saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 49.09% | 4.42% | 328 |
Pilih Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 48.61% | 4.35% | 323 |
Pilih Vampirism saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 47.62% | 18.69% | 1,388 |
Pilih Executioner saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 47.50% | 12.11% | 899 |
Pilih It's Killing Time saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 47.38% | 5.14% | 382 |
Pilih Shadow Runner saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 47.36% | 9.95% | 739 |
Pilih The Brutalizer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 47.27% | 5.67% | 421 |
Pilih Bread And Butter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 47.04% | 4.55% | 338 |
Pilih Jeweled Gauntlet saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 46.68% | 5.28% | 392 |
Pilih Nightstalking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 44.44% | 5.82% | 432 |
Pilih Red Envelopes saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 63.41% | 2.21% | 164 |
Pilih Infinite Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 56.45% | 2.51% | 186 |
Pilih Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 55.94% | 3.52% | 261 |
Pilih Donation saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 55.80% | 2.44% | 181 |
Pilih Biggest Snowball Ever saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 55.78% | 1.98% | 147 |
Pilih Transmute: Chaos saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 55.25% | 2.44% | 181 |
Pilih Dive Bomber saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 54.68% | 1.87% | 139 |
Pilih Spin To Win saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 54.21% | 2.56% | 190 |
Pilih Giant Slayer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 52.92% | 3.46% | 257 |
Pilih EscAPADe saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 51.76% | 2.29% | 170 |
Pilih It's Critical saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 51.42% | 2.86% | 212 |
Pilih Bread And Cheese saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 51.30% | 3.10% | 230 |
Pilih Infernal Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 50.00% | 2.72% | 202 |
Pilih Blunt Force saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 50.00% | 2.10% | 156 |
Pilih Upgrade Infinity Edge saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 49.64% | 1.85% | 137 |
Pilih Upgrade Collector saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 48.48% | 3.11% | 231 |
Pilih Speed Demon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 48.37% | 2.90% | 215 |
Pilih Mad Scientist saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 48.30% | 3.96% | 294 |
Pilih Transmute: Gold saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 47.01% | 3.38% | 251 |
Pilih Nightstalking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 46.73% | 2.68% | 199 |
Pilih Mystic Punch saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 46.37% | 3.34% | 248 |
Pilih Ultimate Unstoppable saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 46.27% | 1.80% | 134 |
Pilih Soul Siphon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 46.22% | 3.03% | 225 |
Pilih Pinball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 46.07% | 2.40% | 178 |
Pilih Apex Inventor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 45.83% | 1.94% | 144 |
Pilih First-Aid Kit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 45.70% | 2.03% | 151 |
Pilih Demon's Dance saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 45.59% | 3.66% | 272 |
Pilih Blade Waltz saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 45.51% | 2.10% | 156 |
Pilih Self Destruct saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 45.14% | 1.94% | 144 |
Pilih Get Excited saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 44.23% | 2.80% | 208 |
Pilih Snowball Roulette saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 44.17% | 2.20% | 163 |
Pilih Snowball Upgrade saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 44.06% | 2.72% | 202 |
Pilih Divine Intervention saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 43.41% | 1.74% | 129 |
Pilih Tank Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 40.26% | 2.07% | 154 |
Pilih Symphony of War saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 40.11% | 2.38% | 177 |
Pilih Spiritual Purification saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 37.69% | 2.68% | 199 |
Pilih Perseverance saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 58.33% | 0.81% | 60 |
Pilih Ultimate Awakening saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 55.67% | 1.31% | 97 |
Pilih Leg Day saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 54.79% | 0.98% | 73 |
Pilih King Me saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 53.40% | 1.39% | 103 |
Pilih Wind Beneath Blade saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 53.25% | 1.04% | 77 |
Pilih Guilty Pleasure saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 52.22% | 1.21% | 90 |
Pilih Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 50.81% | 1.67% | 124 |
Pilih Stats on Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 50.54% | 1.25% | 93 |
Pilih Prom Queen saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 49.38% | 1.09% | 81 |
Pilih Kill Secured saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 48.62% | 1.47% | 109 |
Pilih Pandora's Box saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 48.00% | 1.35% | 100 |
Pilih From Beginning to End saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 47.44% | 1.05% | 78 |
Pilih Restless Restoration saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 47.42% | 1.31% | 97 |
Pilih Bread And Jam saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 47.22% | 1.45% | 108 |
Pilih Cheating saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 47.22% | 1.45% | 108 |
Pilih Escape Plan saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 47.19% | 1.20% | 89 |
Pilih Tap Dancer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 45.45% | 1.48% | 110 |
Pilih Courage of the Colossus saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 45.45% | 1.04% | 77 |
Pilih Flashy saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 44.83% | 1.17% | 87 |
Pilih Quest: Steel Your Heart saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 44.00% | 1.68% | 125 |
Pilih Quantum Computing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 43.84% | 0.98% | 73 |
Pilih Tank It Or Leave It saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 43.62% | 1.27% | 94 |
Pilih Dropkick saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 43.43% | 1.33% | 99 |
Pilih Vulnerability saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 43.24% | 1.00% | 74 |
Pilih Growth Spurt saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 42.71% | 1.29% | 96 |
Pilih Holy Snowball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 42.35% | 1.14% | 85 |
Pilih Scopier Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 41.89% | 1.00% | 74 |
Pilih Slow and Steady saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 40.00% | 0.94% | 70 |
Pilih Dawnbringer's Resolve saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 39.74% | 1.05% | 78 |
Pilih With Haste saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 39.42% | 1.40% | 104 |
Pilih Ethereal Weapon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 37.84% | 1.49% | 111 |
Pilih Double Tap saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 37.33% | 1.01% | 75 |
Pilih Celestial Body saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 58.49% | 0.71% | 53 |
Pilih OK Boomerang saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 56.86% | 0.69% | 51 |
Pilih Ultimate Revolution saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 51.92% | 0.70% | 52 |
Pilih Heavy Hitter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 50.00% | 0.78% | 58 |
Pilih Poro Blaster saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 48.28% | 0.78% | 58 |
Pilih Protein Shake saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 47.17% | 0.71% | 53 |
Pilih Frost Wraith saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 39.29% | 0.75% | 56 |
Riven Skill Combos
Extracted from the skill order guide
W or crowd-control augments: R > Q > W > E only when your team can instantly punish the stun.
Put points in R whenever it is available, max Q first, max E second, and leave W for last.
Riven Counters
Counters and threats extracted from the matchup guide
Counters
5Riven counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Riven is countered by these champions in ARAM: Mayhem.
Read counter detailsRiven Team Comp Highlights
Partner patterns extracted from the team comp guide
Highest Value Hard-lock Partner
Amumu gives Riven the thing she wants most: enemies held in place long enough for her to unload short-range damage without being kited. His engage also forces enemy carries to react to him first, which opens the second angle for Riven.
Ball Delivery And Burst Layering
Orianna turns Riven’s mobility into a delivery system. Riven wants to enter the middle of the enemy team anyway, and Orianna rewards that position with shield support, zone pressure, and a huge punish if enemies stack to stop Riven.
Protection For Deep Commits
Lulu gives Riven more room to make aggressive plays without instantly exploding. Riven already brings mobility and burst windows; Lulu adds shields, speed, and anti-dive tools that let Riven keep fighting after the first enemy response.
Forced Terrain Fights And Backline Access
Jarvan IV creates the kind of committed fight Riven likes. His engage can pin enemies in a defined area, break their formation, and make it harder for carries to kite backward forever.
Wave Control, Sustain, And Long-range Follow-up
Seraphine covers Riven’s weakest ARAM problem: reaching fights without being worn down first. Her waveclear and team shielding help Riven preserve health, while her long-range crowd control gives Riven a safe trigger to engage instead of guessing.
Riven ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Riven acts as a timing-based skirmisher who waits for enemy crowd control, then uses Snowball or Flash to enter and unload a clean combo. | She becomes a flexible chaos fighter who must read the lobby faster, deciding early whether to act as primary engager, follow-up diver, or peel bruiser. | Identify your role based on augments and enemy composition before fighting. |
| Snowball Usage | Snowball is one of her best access tools because it bypasses poke and lets her start fights from melee range reliably. | A landed Snowball is information first and engage second; blindly recasting can throw you into augmented counterplay or bait from enemy tanks. | Confirm the target and follow-up before committing to the Snowball recast. |
| Shield Discipline | Valor lets her absorb poke and set up trades, providing safety during the approach and combo execution phases. | Treat Valor as a recovery tool unless you know the enemy cannot punish; using it only to enter can leave you trapped against augmented damage. | Save Valor for enemy retaliation unless you are certain they cannot punish. |
| Fight Tempo | Tempo involves poke, wave clear, waiting for ultimates, then fighting around a Snowball hit or a mispositioned target. | Pressure comes in bursts; one augment interaction or overextended carry can turn into an immediate team wipe, requiring readiness before health bars drop. | Commit immediately when your team lands the first meaningful control on a carry. |
| Spacing and Safety | She can hover just outside enemy spell range, threaten with Snowball, then dash in after a cooldown is missed. | The danger zone is larger because augments can extend engage or damage; standing where you were safe before may get you caught before the fight begins. | Use brush, side angles, and minion cover more deliberately to avoid early punishment. |
Champion Analysis
Peran / Rasio menang
Riven the Exile functions as a high-mobility melee fighter in ARAM: Mayhem, excelling through fluid blade manipulation and devastating combo potential. Her primary role centers on weaving through teamfights with extreme mobility, using her kit to engage, reposition, and lock down priority targets. Riven's identity as the Blade Dancer translates into a mechanically demanding playstyle that rewards precise execution and mastery of ability interactions. Her core advantage comes from Q, Bladesurge, which provides three dashes and damage in a single ability, serving as her primary engage and repositioning tool. This multi-cast dash system allows Riven to close gaps quickly, navigate around enemy frontline, and reach vulnerable backline targets. W, Defiant Dance, delivers an AoE stun that provides crowd control in close quarters. E, Flawless Duet, creates blade markers that stun enemies crossing between them, offering strategic zoning and additional crowd control. R, Vanguard's Edge, generates a blade wall that damages and slows enemies passing through, cutting off escape routes and controlling space in the narrow ARAM lane. Riven's strategic value hinges on executing fluid combos. The QWE combo uses Q dashes to approach, W for stun, and E for blade stun, chaining crowd control to lock down targets. Players must master the Q reset mechanic on low-health targets to maximize damage output. The R blade wall serves dual purposes: dealing AoE damage and slowing enemies while zoning the backline and cutting off escape paths. E blade stun placement requires strategic positioning in teamfights to achieve maximum stun coverage, rewarding players who anticipate enemy movement. Her strengths include Q's three dashes for mobility, W's AoE stun, E's blade stun for zoning, and flexible combo potential that adapts to fight conditions. However, Riven carries significant weaknesses. She has high mechanical difficulty, requiring precise execution to function effectively. She is fragile and lacks built-in sustain, making her vulnerable to burst damage and poke. Her effectiveness depends heavily on player skill, and mistakes in combo execution can leave her stranded without escape options. In practical terms, Riven offers teams a mobile engage fighter capable of disrupting enemy formations and isolating targets through chained crowd control. Her ability to dash through frontline and threaten backline carries makes her valuable for forcing enemy repositioning. However, her fragility and execution demands mean she performs best when players commit to mastering her combo rhythms and understand when to engage versus when to disengage. Riven the Exile rewards dedicated practice with high outplay potential and teamfight impact.
Tips utama
Blog panduan / N/A
Riven wins Mayhem fights by choosing the first two seconds well. Rather than walking straight down the lane looking for a full combo into five champions, use the narrow bridge to threaten from side angles, broken minion waves, brush, and Snowball marks. When the enemy wastes key crowd control on your frontline or minions, that is the signal to dash in, force shields and flashes, then either finish with Wind Slash or back out before return damage lands. Start fights from fog or behind minions, as Riven becomes far more threatening when enemies cannot see whether you are holding mobility. Stand just outside poke range, let your team show first, then enter after the enemy throws bindings, stuns, hooks, or displacements. Engaging while those tools are ready usually means spending every dash just reaching the fight with nothing left to dodge. Do not open with every dash unless the target is already trapped. Use one movement spell to close, test their reaction, then decide. If they flash, dash away and take the cooldown win. If they stand still or get hit by allied crowd control, commit the rest of the combo. Cast your ultimate before the fight becomes messy. Riven often loses damage when activating late, after mobility is spent and kiting begins. If you see a real engage angle, empower first, then go. Layer crowd control instead of stacking it randomly. If your tank lands a knock-up, hook, root, or stun, enter right after the enemy's first escape attempt. Riven excels when enemies dive too far. If an assassin or bruiser jumps onto your carry, turn immediately instead of chasing their backline. Hold your stun for the second body, not always the first, as many fights start with one champion baiting while real damage follows. Fight inside your team's damage zone, stepping backward as you trade to make enemies chase through traps, marks, artillery, and minion aggro. Always keep one movement option if the kill is not free. Retreat diagonally rather than straight back, as the narrow bridge makes linear retreats easy to hit with skillshots. Use minions as cover during disengage, waiting until enemies actually commit damage or crowd control before shielding. Play at the edge of threat range, not in the middle of poke range. Use brush to break targeting habits, entering after clearing a wave to punish enemies who walk up to ward or check. Avoid lining up with your own backline so enemies must choose between aiming at Riven or the damage dealers behind her. Kill immobile carries when their peel is down. Do not tunnel tanks unless they are isolated or low. Assassins become priority targets when they enter your half of the lane after using mobility to go forward. Snowball works best as a second engage, not a blind first engage. Take it only if you know your exit or your kill, checking whether the marked target is close to your team's damage, whether peel tools are down, and whether you have mobility after arrival. When behind, stop being the first body in. Punish overextension, protect carries, and clean up low-health targets. Trade cooldowns rather than health bars by stepping up to threaten, baiting crowd control, then backing off. Take small wins seriously, as Riven scales through cleaner fight entries rather than coin-flipping every spawn.
Read full guideBlog panduan
N/A / Augment
Riven the Exile thrives in ARAM: Mayhem by controlling angles and timing her entry rather than walking directly into enemy fire. At early levels, she should start slightly behind the front line or beside the minion wave, using side brush when available. She takes short trades only when enemies misposition, miss key spells, or get slowed by teammates, then exits before the backline can turn. Snowball serves as a clean engage tool, not random poke, and holding the recast often creates more pressure than forcing a bad dive. Early augment choices should prioritize durability, shielding, or reset-style power when facing poke or lockdown, while damage options suit fragile teams with limited peel. Riven pushes when her team has safe wave clear and stalls when outranged, preserving health to threaten all-ins and tracking enemy peel spells. Mid game is Riven's most important stage. She must enter from side angles or fog rather than front-walking into five champions. If another engager exists, she follows immediately; if she is the only engage, she waits behind the wave for enemy spells to miss. She baits out crowd control and defensive spells before committing real engages. Snowball should start winning fights or bypass front lines onto carries, always checking if teammates can follow and whether peel support has been spent. Augments shape her role: combat-stay augments favor entering after the first spell wave, burst augments require saving combos for killable targets, and defensive augments absorb counterattacks before exiting sideways. When ahead, she acts as a gatekeeper, standing between enemy carries and the wave while forcing defensive spell usage. When behind, she stops starting fair fights from the front, instead hiding in brush and punishing overextensions or peeling divers for her backline. Late game demands patience because death timers and damage are punishing. Riven cannot face-check or front-walk casually. She plays from brush, behind her frontline, or on side angles close enough to punish carries but far enough to avoid getting locked down first. Her threat often outweighs her chip damage, so she walks up to force carries backward and let her team take space. Snowball becomes fight-deciding, used to punish isolated carries or follow teammate crowd control, never taken solo if the team cannot follow. Defensive augments must activate before counter-burst traps her, damage augments save for priority targets, and mobility augments shine after securing kills. When ahead, she chokes the lane by standing near enemy escape paths and forcing carries away from the wave rather than throwing leads on flashy engages. When behind, her best chance is counter-engage or brush picks, collapsing on overcommits or killing divers first to create numbers advantages. Before every late fight, Riven commits to one job: dive the carry, follow engage, or peel the backline. She wins late by choosing the right moment, not by being the first champion seen.
Read full guideRasio menang
Rasio menang / Rasio pilih
Riven's strengths and weaknesses in ARAM: Mayhem revolve around her ability to convert leads into controlled pressure and her vulnerability when forced to engage without advantages. When ahead, Riven transitions from a brawler into a gatekeeper who controls space by threatening engage angles and forcing enemies to spend movement tools before she commits. Her strength lies in making enemy carries choose between retreating into her team or moving sideways into her engage. She should wait for enemies to use mobility spells, cleanse effects, or defensive buttons before committing her full combo, avoiding waste into tools meant to stop her. Augments significantly shift Riven's play patterns. Defensive augments allow her to absorb the first poke or peel tool and re-enter, but this is not permission to 1v5. Mobility augments enable wider positioning near brush edges, forcing enemies to track multiple threat angles. Damage augments should be saved for targets who cannot answer, not wasted on shielded tanks. Ability uptime augments support shorter, repeated trades rather than one oversized engage. Common ahead throws include starting fights while follow-up is clearing waves, taking Snowball onto bad targets surrounded by ready enemies, spending all movement before enemy peel appears, and ignoring death timers while standing alone near the enemy side. Fed Riven loses games by chasing low-health targets while her carries get collapsed on behind her. When behind, Riven cannot brute-force the lane. Her value comes from disruption and cleanup until items or augments enable kill pressure. She must stabilize by playing behind minions or terrain, preserving health to punish mistakes, and waiting for crowd control to be used on teammates before engaging. Behind Riven needs unfair fights with separated carries or missing defensive tools, not fair fights into grouped enemies. Snowball serves as a test rather than a promise. Marks on carries near weak peel are follow opportunities; marks on tanks surrounded by control should be let expire. Counter-engage against divers often works better than starting fights, trapping enemy forward pieces in team damage. Cleanup angles after poke lands let behind Riven finish targets already chunked by teammates. Augments solve specific behind problems. Defensive options help survive long enough for team follow-up. Mobility augments enable side-angle pressure that pulls peel cooldowns. Damage augments should punish fights already in progress, not test into full-health targets. Cooldown flow augments support two-part fights where first contact forces reactions and second contact wins. Recovery rules include preserving health before relic fights, not chasing kills past the damage line, protecting the highest-damage ally when direct access is impossible, and accepting partial wins such as forcing flashes or stopping dives rather than forcing final kills into ready opponents. Behind Riven wins through patience and disciplined target selection, not desperation engages.
Read full guidePeringkat champion
Champion / Peran
Riven the Exile is defined by her passive, Runic Blade, which stores empowered basic attacks after casting abilities. This mechanic transforms her from a button-masher into a real threat in Mayhem, where fights become messy fast. The passive serves as the glue between every spell cast, and the practical rule is simple: do not dump every spell without weaving autos unless forced to escape or finish a target immediately. If enemies kite back behind minions or apply crowd control, you may have charges but no safe way to spend them. In early brawls, take short trades around your shield and stun, then back off. Chasing too long just to spend one more passive hit invites punishment from ranged champions before your next rotation. Broken Wings is Riven's main damage and movement spell, featuring a knock-up on the final cast. In Mayhem's narrow lane, use Q to dance around, dodge skillshots, and keep passive autos moving. Saving one Q cast for repositioning is often better than spending all casts for damage at the start. The final Q is a major decision point in teamfights, used to interrupt a carry, disrupt a diver, or hop to a safer angle. Wasting Q leaves Riven stranded, giving the enemy backline a free window to punish her. Ki Burst is a short-range area stun best used when enemies are already inside Riven's threat range. In Mayhem's tight clumps, it punishes grouped enemies effectively. Do not save it forever for a perfect multi-target stun; stunning one priority target at the right moment is enough. Walk-up W without cover is predictable and easy to punish, so pair it with Q, E, or allied engage. In teamfights, W can start burst on a carry or peel an assassin off your own backline. Valor is Riven's dash and shield, her best defensive tool that also enables aggressive spacing. In Mayhem, where burst arrives from several angles, E should not be spent casually just to move faster. The shield's value depends on timing; shielding before major damage lands is strong, while shielding after you are already controlled is wasted. E decides whether Riven gets a second rotation in teamfights, and wasting it is often fatal since she cannot safely cross space or escape after a failed engage. Riven's ultimate empowers her combat form and grants Wind Slash, a finishing attack for executing damaged enemies. Activate R before the fight fully starts if you know you are going in, as waiting until you are stunned can waste the empowered window. Wind Slash is strongest when enemies are already low or unable to dodge, so use crowd control or choke-point pressure to make the cast reliable. Do not hold Wind Slash until the target is completely out of reach; cast when the enemy is low enough and still inside a predictable path. If the enemy carry is protected, use ultimate damage to clean the frontline and reset the fight instead of diving into certain death.
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Riven in ARAM: Mayhem punishes sloppy hands and greedy decisions harder than most bruisers. She appears unstoppable when chaining movement, shield timing, crowd control, and execute damage cleanly, but looks useless when spending every dash just to arrive, getting controlled with no shield left, and dying before the second half of the fight starts. Mechanical mistakes frequently cost fights. Burning all Broken Wings casts just to close distance leaves Riven with no reposition, no knock-up pressure, and no way to continue hitting if the target escapes. Saving at least one cast for after contact preserves options when enemy carries still have mobility or supports wait to interrupt. Using Valor only as a forward dash wastes the shield before enemy damage lands, inviting punishment while the escape tool is gone. Treat Valor as both movement and damage prevention, dashing forward only when the enemy's main punish spell has missed, is blocked by minions, or committed elsewhere. Stunning with Ki Burst before reaching the priority target hits unimportant targets and gives carries a free window to kite. Confirm position before pressing the stun, and if it whiffs, instantly change goals to the closest safe target or back out. Casting Blade of the Exile too late loses threat and finishing power during the window where enemies are grouped and vulnerable. Activate before the committed fight so the first rotation benefits from it. Throwing Wind Slash at the first damaged champion seen often results in survival and lost execute pressure. Wait until targets are low enough or trapped enough that they cannot sidestep, dash away, or be shielded through it. Mashing spells without weaving attacks reduces burst and leaves Riven out of actions before enemies die. When targets are controlled or forced into melee range, weave attacks between abilities. Taking Snowball and instantly recasting into five enemies without checking cooldowns results in arriving before shield, stun, or ultimate setup is ready. Decision mistakes prove equally costly. Starting every fight by diving the backline alone allows enemies to save crowd control while the team cannot reach fast enough. Ask what the job is in each specific fight, following another engager's control or peeling for backline first. Ignoring enemy hard crowd control because of purchased durability still results in getting locked down during dash chains. Track the spells that actually stop Riven and go in after one is used on the frontline. Fighting deep while the minion wave is gone loses retreat space and gives enemy poke clean angles. Use the wave as a timing signal for threatening forward trades. Chasing low-health champions past the enemy team trades Riven's life for a target that may not die while enemies collapse on the backline. Only chase when a quick kill and exit are possible. Building only for damage when the team needs someone to survive first contact results in being controlled and killed before a second rotation. Match setup to the lobby, valuing durability when the team lacks frontline. Treating every enemy frontline as a waste of time causes tunneling on unreachable carries while tanks walk through the team for free. Hit the frontline when they are the only safe target. Staying on the map at low health because Riven has shields and mobility means one stray poke spell removes the chance to fight properly. The clean Riven game is about entering with purpose, keeping one tool for the punish window, and changing jobs when the fight changes. If a mistake happens, stabilize first. Riven can still win the next rotation, but only if you stop donating the current one.
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Riven
Is Riven a good pick in ARAM: Mayhem? Yes, if you are comfortable creating your own openings instead of waiting for a perfect engage. Pick Riven when your team has at least one other source of crowd control or poke to make enemies spend mobility before you go in. The tradeoff is that she can look useless if you dash first into five ready opponents and have no way to reset the fight. What is Riven trying to do in fights? Riven wants to enter after key enemy tools are down, burst a priority target, then use shields and short movement to keep fighting or escape. If the enemy backline is exposed, go fast and force them to react; if they are stacked with peel, hit the frontline until someone mispositions. The tradeoff is patience: waiting two seconds can win the fight, but waiting too long lets your team get poked out. Should I use Snowball on Riven? Yes, Snowball is usually one of Riven’s best ways to reach the target she actually wants. Throw it when the enemy carry has already used a dash, cleanse-style tool, or defensive spell, then follow only if your team can move with you. The tradeoff is obvious: a bad Snowball turns Riven from a flanker into a delivery system for enemy crowd control.
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