Max order: R > Q > W > E.
Build consigliata
elementi / Tasso vittoria / Tasso scelta
N/A
26.9Oggetti chiave
- Prezzo totale
- 2,800
- Prezzo
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
- Prezzo totale
- 1,100
- Prezzo
- 800
+12 Magic Penetration +45 Move Speed
- Prezzo totale
- 3,200
- Prezzo
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
- Prezzo totale
- 2,650
- Prezzo
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
- Prezzo totale
- 1,100
- Prezzo
- 800
+12 Magic Penetration +45 Move Speed
- Prezzo totale
- 2,800
- Prezzo
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
- Prezzo totale
- 2,650
- Prezzo
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
- Prezzo totale
- 1,100
- Prezzo
- 800
+12 Magic Penetration +45 Move Speed
- Prezzo totale
- 3,200
- Prezzo
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
Situazionalielementi
- Prezzo totale
- 1,100
- Prezzo
- 800
+12 Magic Penetration +45 Move Speed
47.81%- Prezzo totale
- 2,800
- Prezzo
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
47.42%- Prezzo totale
- 3,200
- Prezzo
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
47.50%- Prezzo totale
- 3,250
- Prezzo
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
47.77%- Prezzo totale
- 2,650
- Prezzo
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
47.54%- Prezzo totale
- 3,500
- Prezzo
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
49.93%- Prezzo totale
- 2,750
- Prezzo
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
48.81%- Prezzo totale
- 2,700
- Prezzo
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
46.41%- Prezzo totale
- 3,100
- Prezzo
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
49.41%- Prezzo totale
- 3,000
- Prezzo
- 1,050
+95 Ability Power +40% Magic Penetration
46.38%- Prezzo totale
- 1,250
- Prezzo
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
47.40%- Prezzo totale
- 2,900
- Prezzo
- 500
+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.
46.14%Oggetti iniziali
- Prezzo totale
- 1,100
- Prezzo
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
47.88%- Prezzo totale
- 150
- Prezzo
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
47.89%- Prezzo totale
- 1,200
- Prezzo
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
47.89%- Prezzo totale
- 1,200
- Prezzo
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
49.29%Oggetti chiave
- Prezzo totale
- 3,000
- Prezzo
- 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%.
- Prezzo totale
- 1,250
- Prezzo
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Prezzo totale
- 2,800
- Prezzo
- 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.
- Prezzo totale
- 3,000
- Prezzo
- 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%.
- Prezzo totale
- 1,250
- Prezzo
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Prezzo totale
- 2,800
- Prezzo
- 650
+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.
- Prezzo totale
- 3,000
- Prezzo
- 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%.
- Prezzo totale
- 2,800
- Prezzo
- 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.
- Prezzo totale
- 1,250
- Prezzo
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
Situazionalielementi
- Prezzo totale
- 3,000
- Prezzo
- 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%.
54.39%- Prezzo totale
- 1,250
- Prezzo
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
54.65%- Prezzo totale
- 2,800
- Prezzo
- 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.
56.20%- Prezzo totale
- 2,800
- Prezzo
- 650
+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.
56.28%- Prezzo totale
- 2,450
- Prezzo
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
50.00%- Prezzo totale
- 3,100
- Prezzo
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
54.53%- Prezzo totale
- 1,200
- Prezzo
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
52.38%- Prezzo totale
- 3,200
- Prezzo
- 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.
50.85%- Prezzo totale
- 2,700
- Prezzo
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
56.50%- Prezzo totale
- 3,100
- Prezzo
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
53.21%- Prezzo totale
- 2,900
- Prezzo
- 800
+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.
53.44%- Prezzo totale
- 3,100
- Prezzo
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
54.80%Oggetti iniziali
- Prezzo totale
- 900
- Prezzo
- 500
+350 Health
57.25%- Prezzo totale
- 400
- Prezzo
- 400
+150 Health
57.25%- Prezzo totale
- 900
- Prezzo
- 500
+350 Health
55.64%- Prezzo totale
- 400
- Prezzo
- 400
+150 Health
55.64%- Prezzo totale
- 50
- Prezzo
- 50
Consume Restores +120 Health over 15 seconds.
55.64%- Prezzo totale
- 900
- Prezzo
- 500
+350 Health
50.92%Oggetti chiave
- Prezzo totale
- 3,100
- Prezzo
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
- Prezzo totale
- 1,100
- Prezzo
- 800
+12 Magic Penetration +45 Move Speed
- Prezzo totale
- 2,900
- Prezzo
- 500
+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.
- Prezzo totale
- 3,100
- Prezzo
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
- Prezzo totale
- 1,100
- Prezzo
- 800
+12 Magic Penetration +45 Move Speed
- Prezzo totale
- 2,800
- Prezzo
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
- Prezzo totale
- 2,800
- Prezzo
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
- Prezzo totale
- 1,100
- Prezzo
- 800
+12 Magic Penetration +45 Move Speed
- Prezzo totale
- 3,100
- Prezzo
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
Situazionalielementi
- Prezzo totale
- 2,900
- Prezzo
- 500
+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.
50.55%- Prezzo totale
- 3,100
- Prezzo
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
51.69%- Prezzo totale
- 1,100
- Prezzo
- 800
+12 Magic Penetration +45 Move Speed
54.31%- Prezzo totale
- 2,800
- Prezzo
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
50.93%- Prezzo totale
- 3,200
- Prezzo
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
50.00%- Prezzo totale
- 3,250
- Prezzo
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
52.07%- Prezzo totale
- 3,500
- Prezzo
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
51.04%- Prezzo totale
- 2,750
- Prezzo
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
45.59%- Prezzo totale
- 2,650
- Prezzo
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
53.61%- Prezzo totale
- 1,250
- Prezzo
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
39.19%- Prezzo totale
- 2,700
- Prezzo
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
49.73%- Prezzo totale
- 3,000
- Prezzo
- 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%.
47.76%Oggetti iniziali
- Prezzo totale
- 1,100
- Prezzo
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
57.18%- Prezzo totale
- 150
- Prezzo
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
47.24%- Prezzo totale
- 1,200
- Prezzo
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
47.24%- Prezzo totale
- 1,200
- Prezzo
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
50.35%Oggetti chiave
- Prezzo totale
- 3,100
- Prezzo
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
- Prezzo totale
- 1,100
- Prezzo
- 800
+12 Magic Penetration +45 Move Speed
- Prezzo totale
- 3,100
- Prezzo
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
- Prezzo totale
- 3,000
- Prezzo
- 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%.
- Prezzo totale
- 1,250
- Prezzo
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Prezzo totale
- 3,100
- Prezzo
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
- Prezzo totale
- 3,100
- Prezzo
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
- Prezzo totale
- 1,250
- Prezzo
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Prezzo totale
- 3,100
- Prezzo
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
Situazionalielementi
- Prezzo totale
- 3,100
- Prezzo
- 950
+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.
51.85%- Prezzo totale
- 3,100
- Prezzo
- 300
+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.
51.00%- Prezzo totale
- 1,100
- Prezzo
- 800
+12 Magic Penetration +45 Move Speed
48.75%- Prezzo totale
- 3,250
- Prezzo
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
46.36%- Prezzo totale
- 1,250
- Prezzo
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
53.41%- Prezzo totale
- 3,000
- Prezzo
- 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%.
53.59%- Prezzo totale
- 3,200
- Prezzo
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
47.89%- Prezzo totale
- 2,800
- Prezzo
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
46.08%- Prezzo totale
- 2,650
- Prezzo
- 300
+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.
50.36%- Prezzo totale
- 3,500
- Prezzo
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
50.00%- Prezzo totale
- 2,800
- Prezzo
- 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.
51.89%- Prezzo totale
- 2,600
- Prezzo
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
55.14%Oggetti iniziali
- Prezzo totale
- 1,100
- Prezzo
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
46.27%- Prezzo totale
- 900
- Prezzo
- 500
+350 Health
62.94%- Prezzo totale
- 400
- Prezzo
- 400
+150 Health
62.94%- Prezzo totale
- 400
- Prezzo
- 400
+150 Health
48.05%Migliori potenziamenti
Potenziamenti / Tasso vittoria
| Nome | Rarità | Tier | Tasso scelta | Partite | |
|---|---|---|---|---|---|
Scegli Clown College quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T1 | 56.27% | 5.18% | 574 |
Scegli Void Rift quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T1 | 55.78% | 5.38% | 597 |
Scegli Transmute: Prismatic quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T1 | 54.67% | 7.82% | 867 |
Scegli Shrink Engine quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T1 | 54.58% | 4.73% | 524 |
Scegli Phenomenal Evil quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T1 | 53.85% | 12.08% | 1,339 |
Scegli Vampirism quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T1 | 51.36% | 8.94% | 991 |
Scegli Goredrink quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T1 | 51.34% | 6.06% | 672 |
Scegli Big Brain quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T1 | 51.32% | 5.11% | 567 |
Scegli Outlaw's Grit quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T1 | 50.86% | 5.27% | 584 |
Scegli Swift and Safe quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T1 | 50.84% | 6.42% | 712 |
Scegli From Beginning to End quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T1 | 50.30% | 6.06% | 672 |
Scegli Marksmage quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T1 | 50.06% | 15.03% | 1,666 |
Scegli Grandma's Chili Oil quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T1 | 50.00% | 6.03% | 668 |
Scegli Upgrade Zhonya quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T1 | 49.91% | 4.75% | 527 |
Scegli Executioner quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T1 | 49.83% | 13.54% | 1,501 |
Scegli Firefox quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T1 | 49.18% | 4.93% | 547 |
Scegli Mighty Shield quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T1 | 48.56% | 7.21% | 799 |
Scegli Self Destruct quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T1 | 47.90% | 4.29% | 476 |
Scegli It's Killing Time quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T1 | 47.86% | 11.78% | 1,306 |
Scegli Witchful Thinking quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T1 | 47.76% | 8.06% | 894 |
Scegli Jeweled Gauntlet quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T1 | 47.25% | 8.69% | 963 |
Scegli Thread the Needle quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T1 | 47.01% | 8.14% | 902 |
Scegli Magic Missile quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T1 | 46.56% | 6.82% | 756 |
Scegli Final Form quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T1 | 46.43% | 6.31% | 700 |
Scegli Spiritual Purification quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T1 | 46.03% | 4.88% | 541 |
Scegli Eureka quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T1 | 46.01% | 5.76% | 639 |
Scegli ADAPt quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T1 | 44.51% | 6.16% | 683 |
Scegli Stats! quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T2 | 58.78% | 2.21% | 245 |
Scegli Red Envelopes quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 56.43% | 2.88% | 319 |
Scegli Stats on Stats! quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 55.84% | 3.86% | 428 |
Scegli Transmute: Chaos quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T2 | 55.56% | 2.27% | 252 |
Scegli Zealot quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T2 | 54.74% | 2.57% | 285 |
Scegli Transmute: Gold quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T2 | 54.59% | 3.63% | 403 |
Scegli Donation quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 53.79% | 2.50% | 277 |
Scegli Quest: Wooglet's Witchcap quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T2 | 53.39% | 3.99% | 442 |
Scegli Speed Demon quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T2 | 52.50% | 2.16% | 240 |
Scegli Quest: Steel Your Heart quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 52.38% | 3.41% | 378 |
Scegli Infernal Conduit quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T2 | 52.27% | 1.98% | 220 |
Scegli Overflow quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 52.22% | 2.85% | 316 |
Scegli Giant Slayer quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T2 | 51.85% | 2.92% | 324 |
Scegli Nightstalking quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 51.65% | 3.56% | 395 |
Scegli Rabble Rousing quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 51.27% | 2.48% | 275 |
Scegli Dive Bomber quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T2 | 51.19% | 3.03% | 336 |
Scegli Hat on a Hat quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T2 | 50.75% | 3.00% | 333 |
Scegli Recursion quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 50.67% | 2.69% | 298 |
Scegli Twin Fire quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T2 | 50.44% | 2.06% | 228 |
Scegli Tank Engine quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 49.53% | 2.90% | 321 |
Scegli Shadow Runner quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T2 | 49.48% | 3.45% | 382 |
Scegli Poro Blaster quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 48.92% | 2.08% | 231 |
Scegli Divine Intervention quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 48.40% | 2.53% | 281 |
Scegli Weighted Popoffs quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T2 | 48.21% | 3.27% | 363 |
Scegli Nightstalking quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 47.76% | 4.02% | 446 |
Scegli Pinball quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 47.75% | 3.82% | 423 |
Scegli Snowball Upgrade quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 47.62% | 3.79% | 420 |
Scegli Snowball Roulette quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 47.59% | 3.37% | 374 |
Scegli Ultimate Revolution quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T2 | 47.23% | 2.12% | 235 |
Scegli Get Excited quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 46.72% | 2.20% | 244 |
Scegli Biggest Snowball Ever quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T2 | 46.47% | 2.43% | 269 |
Scegli Earthwake quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T2 | 46.02% | 2.04% | 226 |
Scegli Ultimate Unstoppable quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T2 | 45.71% | 2.53% | 280 |
Scegli Apex Inventor quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 43.94% | 2.38% | 264 |
Scegli Dashing quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T2 | 43.75% | 2.45% | 272 |
Scegli Bread And Butter quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T2 | 41.70% | 2.55% | 283 |
Scegli Ethereal Weapon quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T3 | 56.44% | 1.82% | 202 |
Scegli Ocean Soul quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T3 | 56.20% | 1.24% | 137 |
Scegli Pandora's Box quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T3 | 54.55% | 1.49% | 165 |
Scegli Deft quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T3 | 54.47% | 1.11% | 123 |
Scegli Mind to Matter quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T3 | 54.35% | 1.66% | 184 |
Scegli OK Boomerang quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T3 | 53.02% | 1.34% | 149 |
Scegli Celestial Body quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T3 | 52.38% | 1.14% | 126 |
Scegli King Me quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T3 | 52.14% | 1.26% | 140 |
Scegli Buff Buddies quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T3 | 52.02% | 1.56% | 173 |
Scegli Stuck in Here With Me quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T3 | 51.85% | 1.22% | 135 |
Scegli Tap Dancer quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T3 | 51.37% | 1.32% | 146 |
Scegli Goliath quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T3 | 50.71% | 1.26% | 140 |
Scegli Prom Queen quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T3 | 50.28% | 1.61% | 179 |
Scegli It's Critical quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T3 | 49.62% | 1.18% | 131 |
Scegli Kill Secured quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T3 | 49.36% | 1.41% | 156 |
Scegli Ominous Pact quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T3 | 49.00% | 1.80% | 200 |
Scegli Escape Plan quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T3 | 48.00% | 1.35% | 150 |
Scegli Blade Waltz quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T3 | 47.92% | 1.30% | 144 |
Scegli Infinite Recursion quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T3 | 47.85% | 1.68% | 186 |
Scegli Keystone Conjurer quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T3 | 47.55% | 1.84% | 204 |
Scegli Flashy quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T3 | 47.29% | 1.16% | 129 |
Scegli Stats on Stats on Stats! quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T3 | 47.24% | 1.15% | 127 |
Scegli Ultimate Awakening quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T3 | 46.84% | 1.71% | 190 |
Scegli Dropkick quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T3 | 46.82% | 1.56% | 173 |
Scegli Cheating quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T3 | 45.00% | 1.44% | 160 |
Scegli Bread And Jam quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T3 | 43.32% | 1.69% | 187 |
Scegli Infernal Soul quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T3 | 43.24% | 1.33% | 148 |
Scegli Bread And Cheese quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T3 | 43.18% | 1.59% | 176 |
Scegli Growth Spurt quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T3 | 43.13% | 1.90% | 211 |
Scegli Can't Touch This quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T3 | 42.78% | 1.62% | 180 |
Scegli Wind Beneath Blade quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T3 | 42.35% | 1.53% | 170 |
Scegli Vulnerability quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T3 | 42.34% | 1.24% | 137 |
Scegli Holy Snowball quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T3 | 42.24% | 1.45% | 161 |
Scegli Quantum Computing quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T3 | 41.67% | 1.19% | 132 |
Scegli Fey Magic quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T3 | 41.55% | 1.28% | 142 |
Scegli Critical Healing quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T3 | 39.25% | 1.68% | 186 |
Scegli Protein Shake quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T4 | 55.07% | 0.62% | 69 |
Scegli Upgrade Sheen quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T4 | 55.00% | 0.54% | 60 |
Scegli Veil of Warding quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T4 | 53.73% | 0.60% | 67 |
Scegli Juiced quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T4 | 53.49% | 0.78% | 86 |
Scegli Searing Dawn quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T4 | 53.01% | 0.75% | 83 |
Scegli Omni Soul quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T4 | 52.54% | 0.53% | 59 |
Scegli Hextech Soul quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T4 | 52.13% | 0.85% | 94 |
Scegli Holy Fire quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T4 | 51.69% | 0.80% | 89 |
Scegli Heavy Hitter quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T4 | 51.65% | 0.82% | 91 |
Scegli Upgrade Immolate quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T4 | 50.91% | 0.99% | 110 |
Scegli Demon's Dance quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T4 | 50.75% | 0.60% | 67 |
Scegli Mad Scientist quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T4 | 50.70% | 0.64% | 71 |
Scegli Watch Out Grapefruit quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T4 | 50.63% | 0.71% | 79 |
Scegli Double Tap quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T4 | 50.59% | 0.77% | 85 |
Scegli Restless Restoration quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T4 | 50.54% | 0.84% | 93 |
Scegli Leg Day quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T4 | 50.53% | 0.86% | 95 |
Scegli Poro King quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T4 | 50.00% | 1.03% | 114 |
Scegli Perseverance quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T4 | 50.00% | 0.96% | 106 |
Scegli Tank It Or Leave It quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T4 | 48.72% | 0.70% | 78 |
Scegli Frost Wraith quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T4 | 48.28% | 1.05% | 116 |
Scegli Soul Siphon quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T4 | 48.18% | 0.99% | 110 |
Scegli Glass Cannon quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T4 | 47.62% | 0.57% | 63 |
Scegli Quest: Urf's Champion quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T4 | 47.37% | 0.69% | 76 |
Scegli Dawnbringer's Resolve quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T4 | 47.12% | 0.94% | 104 |
Scegli Light 'em Up! quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T4 | 47.06% | 0.77% | 85 |
Scegli Erosion quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T4 | 46.97% | 0.60% | 66 |
Scegli With Haste quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T4 | 46.75% | 0.69% | 77 |
Scegli First-Aid Kit quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T4 | 41.96% | 1.01% | 112 |
Scegli Scopier Weapons quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T4 | 40.70% | 0.78% | 86 |
Scegli Mystic Punch quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T4 | 40.00% | 0.59% | 65 |
Scegli Firebrand quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Oro | T4 | 36.79% | 0.96% | 106 |
Scegli Droppybara quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T4 | 33.33% | 0.57% | 63 |
Scegli Slow Cooker quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T5 | 56.60% | 0.48% | 53 |
Scegli Quest: Icathia's Fall quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T5 | 53.85% | 0.47% | 52 |
Scegli Homeguard quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Argento | T5 | 52.94% | 0.46% | 51 |
Scegli Goldrend quando l'effetto si adatta a danno, sopravvivenza e ruolo nei combattimenti. Vedi dettagli potenziamento | Prismatico | T5 | 52.83% | 0.48% | 53 |
Diana Skill Combos
Extracted from the skill order guide
Use R > Q > E > W only when your augment setup makes repeated all-ins realistic and your team can actually follow them.
In a normal ARAM: Mayhem game, Q max first is the safest and most consistent Diana order because it gives you the best way to start fights without walking straight into five champions.
Diana Counters
Counters and threats extracted from the matchup guide
Counters
6Diana counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
6Diana is countered by these champions in ARAM: Mayhem.
Read counter detailsDiana Team Comp Highlights
Partner patterns extracted from the team comp guide
Best Hard Engage Partner
Malphite gives Diana the cleanest entry signal. When he knocks up multiple enemies, Diana does not have to spend the first second chasing or guessing who will flash. She can immediately Q, dash in, and cast Moonfall while the enemy team is already stacked.
Best Lockdown Chain
Amumu adds the control Diana lacks after her pull. Diana can group enemies, but she still needs them to stay in the kill zone long enough for allied damage to finish the fight. Amumu’s wide crowd control turns her engage from a burst attempt into a real teamfight lock.
Best Ball Delivery And Follow-up Damage
Orianna makes Diana’s dive more threatening because the ball can ride in with her. Diana already wants to be in the center of the enemy team; Orianna wants a reliable delivery champion who can reach that center. The two kits naturally collapse the fight into one area.
Best Payoff For Knock-up Chains
Diana’s pull can help create a grouped fight for Yasuo, while Yasuo rewards any allied knock-up or displacement that puts enemies in a punishable state. Even when the exact chain is not perfect, Diana forces panic movement and clumping, which gives Yasuo better targets than a scattered poke fight.
Best Protection For Aggressive Dives
Lulu does not make Diana’s engage cleaner, but she makes it far harder to punish. Diana often survives the first second with her shield, then needs extra health, speed, or peel to avoid being deleted after Moonfall. Lulu gives her a second life and can turn a suicidal dive into a winning front-to-back collapse.
Best Lockdown Chain Synergy Mechanism: Amumu Adds The Control Diana Lacks After Her Pull. Diana Can Group Enemies, But She Still Needs Them To Stay In The Kill Zone Long Enough For Allied Damage To Finish The Fight. Amumu’s Wide Crowd Control Turns Her Engage From A Burst Attempt Into A Real Teamfight Lock. Combo: Amumu Can Start With A Bandage-style Engage Or Wait Behind Diana. If Diana Lands Q Or Snowball And Pulls Multiple Champions, Amumu Should Instantly Follow With His Own Area Control. If Amumu Starts First, Diana Should Avoid Dashing To The Same Target Too Early; Let The Enemy Clump, Then Enter As They Try To Retreat. Best Scenario: This Is One Of Diana’s Best Pairings Into Mobile Carries. Champions That Normally Dash Away After Moonfall Get Caught By The Second Layer Of Control. It Is Also Strong When Your Other Teammates Have Slower Damage Patterns, Because Amumu Buys The Time They Need. Enemy Answer: Enemies Can Beat This By Forcing Amumu To Engage On The Frontline Only, Then Saving Peel For Diana. Long-range Poke Teams May Also Chip Both Divers Down Before Either Can Find A Clean Start. If Diana And Amumu Both Dive At Low Health, The Fight Often Flips Immediately. Failure Risk And Recovery: If The First Engage Is Messy, Do Not Stack Both Ultimates On One Tank Unless That Tank Will Actually Die And Open Space. Diana Should Back Out With Her Shield And Reset Behind The Minion Wave, While Amumu Holds The Next Crowd Control Threat To Stop A Counter-engage. 3. Orianna
Draft note: Diana does not need every teammate to be an engager. She needs one reliable way to start, one way to keep enemies inside the pull, and one source of protection or follow-up damage after she lands. If the team has only poke and no lockdown, Diana becomes a desperation diver. If the team has layered engage and patient follow-up, she becomes the champion who turns one misstep into a full wipe.
Diana ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Fight Identity | Plays as a diver or burst engage champion who can start fights or follow another initiator. Often waits for one decisive engage to decide fights outright. | Becomes a repeat-entry skirmisher who threatens backline more often. Must ask if team can damage during pull and if she can survive the answer. | Shift from one decisive all-in to sequenced entries with survival in mind. |
| Engage Windows | Waits behind frontline, tags with Q, then commits when enemy team has spent enough crowd control. Patience is rewarded with time to wait. | Patience still matters but windows close faster. Enemies rotate spells more often and mobility is higher, so one missed entry gets punished quickly. | Read fights earlier and commit cleaner or get punished before team follows. |
| Skill Layering | Q-E instantly on any tagged target is often fine. Throwing Q through wave to fish for Moonlight gives time to wait for next angle. | Wasting Q removes clean dash target during fast engage. Hold E unless target is valuable or enemy has spent peel. Q-E autopilot gets you killed. | Treat Q and E as resources to layer, not automatic combos to spam. |
| Ultimate Usage | One huge ultimate can decide a fight outright. Strongest when enemies are compressed by map, wave, turret pressure, or ally crowd control. | Less safe to assume first engage ends everything. Clean two-person R on carries often beats desperate five-man dive. Use R to win real skirmishes. | Prioritize landing R on priority targets over waiting for perfect clumps. |
| Snowball Discipline | Simple delivery tool: hit backliner, take it, press R, and hope team follows. Taking every Snowball is acceptable. | Taking every Snowball is a bad habit. Enemies punish predictable delivery. Use as threat to force spreads, or punish overextension when team is ready. | A landed Snowball is an option, not a command. Let it expire if team cannot follow. |
| Augment Influence | Rune page matters less. You roughly know your job from champion select: burst diver, AP bruiser, or engage threat. | Augments push toward repeated dashes, bigger burst, durability, or follow-up. Pick augments that solve the fight in front of you, not just flashy ones. | Adapt build and playstyle to augment setup rather than copying normal ARAM habits. |
Champion Analysis
Ruolo / Tasso vittoria
Diana Scorn of the Moon operates as a mage-assassin and melee mage in ARAM: Mayhem, where she excels at diving enemy backlines with her long-range R and delivering devastating AoE damage. Her core strategic value lies in her powerful melee burst and lunar dive engage, making her one of the most mobile mage-assassin champions available. Diana's primary engage tool is R, Lunar Rush, which dashes to a target for AoE damage. This ability becomes significantly more powerful when combined with Q, Crescent Strike, which throws a crescent blade that refreshes R's cooldown on hit. This interaction forms the foundation of her signature QR combo: hitting Q first, then dashing with R to the target, which refreshes R's cooldown and allows a second R cast for chasing or escaping. Beyond her primary engage, Diana brings practical utility through E, Moonfall, which pulls nearby enemies toward her. This ability enables her to drag enemy backliners into her team's damage range, creating opportunities for coordinated takedowns. W, Pale Cascade, provides both a shield and AoE damage, offering extra survivability before diving into the backline. Activating W before committing to a dive helps mitigate her fragility in melee combat. Diana's strengths include flexible R engage, high QR burst, practical E pull utility, and high AoE damage output. However, she carries notable weaknesses that require careful play. Her R cooldown refresh depends entirely on landing Q, making accuracy essential for sustained mobility. She is fragile with no built-in sustain, forcing her to fight in melee range where she is vulnerable to focused enemy damage. These limitations mean Diana must carefully time her engages and rely on her shield from W to survive initial contact. Her strategic identity centers on using her mobility to bypass frontline defenders and threaten squishier backline targets. The combination of her pull, shield, and refreshed dash gives her tools to initiate fights and disrupt enemy positioning. Successful Diana play requires landing Q consistently to maintain her mobility cycle, managing her fragility through proper W timing, and committing to melee-range combat where her AoE damage can maximize impact. Her ability to refresh R repeatedly when landing Q creates opportunities for extended chases or emergency escapes, but this strength remains contingent on player accuracy and awareness of her vulnerability window during dives.
Consigli chiave
Blog guide / N/A
Diana wins fights by entering at the moment the enemy line is already committed. Do not treat her like a pure poke champion or a free-entry tank. In ARAM: Mayhem, the lane is tight and fights start fast, so your best engages usually come after your team has forced movement: an enemy dodges sideways, a carry steps past their front line, or a control spell is already used. If you dash first into five ready players, you give them the easiest target on the map. Look for a marked or exposed target before you go. Diana is much stronger when her first dash connects cleanly and gives her a real follow-up path. Walking forward and holding threat is often better than forcing a bad dive. Start fights from the side of the minion wave, not directly through it. In the narrow lane, the center path is where every stun, knockup, trap, and poke spell naturally lands. Standing slightly off-angle forces carries to choose between backing away from your team or drifting into your engage range. Enter after enemy peel is spent. Watch for shields, displacement, roots, and silence effects. Your first job is to bait these with movement and light pressure, then punish once they use peel on your tank, bruiser, or Snowball carrier. Do not ult just because you reached someone. Pulling one frontliner while the enemy carries are untouched is usually a trade-down. Hold your big commit for clustered backliners, enemies trapped near terrain, or a fight where your team can immediately hit the targets you pull. Diana is excellent into enemies who dive too far. If an assassin or bruiser jumps onto your carry, dash to them or to a nearby marked unit, shield up, and use your pull when their escape path crosses your team. Stand one step behind your frontline when the enemy has hard engage. The sweet spot is close enough to punish the first diver, but not so close that you eat the opening crowd control. Turn on clumps, not on tanks alone. When enemy engage stacks multiple champions in the same small area, wait for them to overlap, then pull them back into your team's damage. Plan your exit before you dash in. Diana can enter fights more easily than she can leave them. Before committing, check if there is a minion, marked champion, low-health target, or allied zone you can move toward after the first burst. Use your shield before the return damage lands, not after you are already collapsing. Shielding early lets you survive the first punish window and keep attacking long enough for your passive damage and team follow-up to matter. When behind, stop taking hero dashes. Your job becomes wave control, peel, and finishing low targets. Dash only when the enemy has already spent key spells or when your Snowball connects on a target your team can also hit. Use Snowball as a second engage angle, not a panic button. Throw it when the enemy carry is blocked by minions, trapped near terrain, or forced to dodge another spell. A landed Snowball creates pressure by itself; wait a beat if the enemy burns mobility, shields, or crowd control in fear of your follow-up. Target priority starts with immobile carries who have used peel or mobility. Second choice is divers stuck in your team. Last choice is full-health tanks with cooldowns up. Push the wave when your engage tools are ready, and pull back after a failed engage attempt.
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N/A / Potenziamenti
Diana Scorn of the Moon approaches Mayhem fights as a timing-dependent engage champion who must survive the early game to become a decisive fight starter. During levels 1 through 6, her primary goal is reaching the first full teamfight with health, summoner pressure, and an augment plan. She should start slightly behind her front line or beside a tanky ally, using side brush when her team controls it or standing off-center to avoid sharing skillshot hitboxes with her carry. Early trading should consist of short bursts when enemies walk up to last-hit or poke, followed by immediate disengage before crowd control layers arrive. Snowball should be treated as a threat rather than a mandatory button, thrown at isolated ranged champions or immobile carries who have already used their peel. Early Diana dies fast when arriving alone into four or five enemies. Augment choices should solve her first problem: shielding, durability, or safer engage tools if poked out before fights, or damage and haste if a tank already starts fights. Push when the team has ranged waveclear and enemies are too low to contest, creating room to threaten Snowball. Stall when the team is low, key allies are dead, or the enemy has stronger early poke. An ahead Diana stands just outside enemy poke range to threaten dash pressure without diving turret line immediately. A behind Diana stops playing primary engage, saves Snowball for counter-engage on overextended targets, and maintains enough health to join the next fight. At levels 7 through 11, Diana becomes a real fight starter but should rarely engage straight down the middle. She hovers near her initiator, brush, or lane edge to appear from the side and hit multiple priority targets. Short trades should either remove enough carry health for the next engage, force defensive spells, or create wave control. Snowball should target frontliners only if their backline is close enough for follow-up to matter, with a good pattern being landing Snowball, waiting for the team to step up, then recasting when target allies have committed forward. Augments should shape around team engage order: survival tools if the only diver, or burst and takedown power if another champion starts fights. Push hard after winning fights with two or more enemies dead. A behind Diana plays like a trap champion, standing near carries to collapse on incoming bruisers or assassins before turning onto the backline. In late game, Diana must respect death timers and layered peel, standing where she can threaten a flank while staying close enough for her team to follow within a second or two. Late trades should be decisive rather than chip damage that costs half her health. Snowball becomes a fight-winning tool or game-losing mistake, aimed at targets that create access like carries stepping forward or enchanters out of line. Defensive augments activate strongest after forcing enemy cooldowns, while damage tools target the first killable enemy rather than the tankiest. Push after clean wins by escorting waves and zoning defenders. A behind Diana waits for enemies to clump near her tower, using engage to disrupt multiple champions and focusing the lowest-resistance target first. Before every late fight, Diana determines whether she is starting, following, or peeling based on team composition and enemy positioning, winning Mayhem fights by choosing the correct role for each moment rather than diving whenever abilities are available.
Read full guidePunti forti e deboli
Tasso vittoria / Tasso scelta
Diana Scorn of the Moon excels when playing around enemy positioning mistakes rather than forcing engages on sight. Her greatest strength lies in punishing clustered enemies who have already committed key cooldowns, turning single leads into team wipes through coordinated burst, shield cycling, and area pull. She thrives as a second-entry champion, waiting for frontline allies or poke to draw out defensive spells before diving. Her ideal triggers include enemies stacked near waves, turret sieges, healing relic contests, or moments after allied crowd control lands. When ahead, Diana should control engage range rather than chasing every fight. Walking forward with minions and threatening Q poke forces enemies to surrender space before she commits. Diving raw without setup creates easy punish windows, as crowd control after her first dash leaves her vulnerable to focus fire. Fed Diana players must respect hard counters like point-click lockdown or disengage, entering from off-angles after tanks or allies draw attention. Over-chasing after successful fights is the main throw pattern, especially when enemy peel champions remain alive. Smart play means taking structures, waves, or relics rather than diving spawn-side with no exit plan. When behind, Diana shifts to counter-engage and punish patterns. Farming safely with Q, preserving health, and waiting for enemy overextensions or spent cooldowns creates recovery opportunities. Desperate dives into healthy enemies become unrecoverable losses that surrender wave control and structure damage. Short punishes on overextended carries, peeling for backline against divers, and converting allied crowd control are her paths back into games. She should never engage first while behind, instead threatening from fog and punishing enemy reactions. Augment choices should address specific weaknesses rather than stacking damage. When ahead, prioritize survivability, access tools, or reset mechanics that convert first kills into extended fights rather than trade deaths. When behind, select defensive options against burst, mobility against kiting compositions, or sustain against poke. Damage scaling becomes viable only when survival and reach are already secured. Risk management centers on three pre-engage checks: ally distance for follow-up, enemy spacing for pull value, and exit availability after commitment. Diana without dash reset, shield timing, or retreat options should wait rather than force. Her comeback potential depends on turning enemy confidence against them through patience, punishing clumps, taking safe resets, and building toward the next favorable fight.
Read full guideStoria del campione
Campioni / Ruolo
Diana Scorn of the Moon operates in ARAM: Mayhem as a sustained skirmisher rather than a simple one-button diver. Her passive, Moonsilver Blade, rewards staying in melee range and continuing to attack after casting spells, which transforms her playstyle from a burst-only pattern into one that values extended fights where she can weave attacks between abilities. This passive becomes most valuable after the initial engage, when enemies are clumped and Diana can land her spells, stick to a target, and keep cutting through nearby champions rather than instantly retreating. However, the passive requires close-range access, meaning Diana must respect roots, knockbacks, silences, and exhaust-style peel. If she cannot keep swinging, the passive provides no pressure. Q, Crescent Strike, serves as Diana's primary ranged setup tool and her permission to play aggressively. It applies a moonlight mark that makes her engage significantly more reliable, and without landing Q first, Diana usually must spend her E as a raw gap closer, which is far easier to punish. The ability travels in an arc, so aiming where enemies are moving rather than where they stand yields better results. A missed Q forces Diana into bad choices: she can wait and lose pressure, or she can raw E and risk being peeled with no mark advantage. W, Pale Cascade, provides Diana's defensive shield and close-range damage, serving as her main tool for surviving the first seconds after she commits. The shield is what lets her stay long enough to finish a kill, making it essential to activate before or as she enters damage range rather than after she is already locked down. Wasted W creates one of Diana's biggest punish windows, as without it her E commit becomes much riskier. E, Lunar Rush, is Diana's dash and the spell that separates a patient Diana from a feeding one. It should usually follow a landed Q, allied crowd control, Snowball connection, or a clear enemy misposition. Raw E into five champions with cooldowns ready is how Diana disappears before pressing R. A wasted E costs Diana her engage, her chase, and often her escape angle simultaneously. R, Moonfall, is Diana's fight-changing ultimate that pulls nearby enemies toward her and creates a heavy burst window when multiple champions are caught. It is strongest when enemies are grouped, already slowed, or forced to fight in narrow areas. Diana does not always need a perfect five-person R; catching two priority targets at the right time wins more fights than waiting forever for a highlight. Patience is the skill check, as Diana is much scarier when she follows another engage because enemies have already spent part of their answer. A missed or low-value R removes Diana's biggest reason to be feared, allowing enemies to group more aggressively and punish every E because the instant multi-target turn is gone.
Read full guideErrori da evitare
Blog guide / Tier
Diana wins Mayhem fights by entering at the right angle, forcing multiple enemies to answer her, and finishing the fight before they can spread out or kite her down. Most bad Diana games come from missing the setup or choosing the wrong moment to commit. Mechanical mistakes often begin with casting Lunar Rush before Crescent Strike connects or dashing at an unmarked target, which wastes the main gap closer and leaves Diana vulnerable to kiting, peeling, or burst. Players should let the arc land first when the reset is needed, then dash only after confirming the target is marked or low enough to die. Throwing Crescent Strike from maximum range without considering its curved path causes misses against champions walking forward or hugging the opposite side, eliminating the engage window. Aiming where enemies must move rather than where they stand, and angling the curve through the front line into the back line, creates real targets. Using Moonfall the instant Diana arrives on the first target allows uncommitted enemies to flash, dash, or walk away, resulting in a weak pull with no threat on carries. The correct approach is dashing in, forcing reactions, then using Moonfall when two or more valuable targets are close or after enemies have spent their escapes. Activating shield too late, after enemy burst lands, sacrifices the front-loaded protection that enables survival during entry. Shielding should happen as Diana goes in or just before return damage connects, especially when entering through poke, traps, or known stuns. Standing still after dashing to finish a combo makes Diana an easy target for skillshots, knockbacks, roots, and delayed area damage. Weaving movement between attacks and casts, stepping behind or to the side of targets, forces enemy teams to adjust aim while giving allies a clearer line to follow. Treating Snowball as a guaranteed engage button every time it hits leads to taking the second part into five ready enemies before the team can follow. Snowball should be used as information first, taken only when it hits a backliner with no peel nearby. Burning all damage on the first durable champion touched allows enemy carries to keep their health while Diana loses reset pressure and becomes stuck fighting the worst target. Decision mistakes include engaging first when the team has no way to follow through the lane, which results in dying alone while allies are clearing minions, outranged, crowd controlled, or too far back. Checking team position before every all-in ensures Diana has follow-up damage, shields, crowd control, or allies moving forward with her. Diving into a spread-out team causes Moonfall to lose its value, landing damage on one target while the rest of the enemy team free-hits from safe angles. Waiting for enemies to group around a minion wave, a low-health ally, a narrow lane section, or an objective-style brawl sharply increases Diana's threat. Forcing fights while major enemy peel tools are available stops the combo at the worst moment. Baiting peel with movement, Snowball threat, or a half-step forward before committing, or letting a teammate draw the first defensive spell, creates better entry opportunities. Building or augmenting as if Diana can always one-shot through any composition fails against heavy shields, tanks, sustain, or layered crowd control. Matching the plan to the lobby by valuing survivability, repeated access, and teamfight utility against hard-to-kill compositions produces better results. Chasing kills past the enemy team after a successful engage trades a won fight into a death, gives shutdown value, and leaves the team without a melee threat.
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Diana
Is Diana a primary engage champion in ARAM: Mayhem? Diana can start fights, but she is not a free-entry tank. Engage when your team can follow immediately or when an enemy carry has already stepped past their frontline. If you dive alone into full vision and five ready players, you usually trade your life for cooldowns instead of a winning fight. When should I use Snowball on Diana? Use Snowball when landing it creates a real angle onto a backliner, not just because it hit someone. If the marked target is isolated or your ultimate can pull multiple enemies after arrival, take it fast and commit. If the mark lands on a tank standing in front of five allies, hold back unless your team is already collapsing. Should I always go in after hitting Diana’s poke? No. Landing your ranged setup is permission to think, not an order to dive. Go in when the target is low, separated, or missing key defensive tools; otherwise use the hit to pressure space and wait for a better window. Forcing every mark makes you predictable and lets enemies save crowd control for your dash.
Read full guideGuide recenti
Blog guide / Aggiornato
