ARAM Mayhem Rankingi ARAM / buildy / ulepszenia
Szczegóły bohatera T2 Ranga #31

Graves build ARAM Mayhem i najlepsze ulepszenia

Graves jest obecnie sklasyfikowany jako T2 w danych ARAM Mayhem.

Graves Graves the Outlaw Wojownik / Mag / Strzelec
TierT2
Ranga#31
Win rate52.13%
Pick rate0.82%

N/A

elementy / Procent zwycięstw / Popularność

Dane patcha

N/A

26.9

N/A

#1
The Collector The Collector The Collector
Cena łączna
3,000
Cena
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.

Mercury's Treads Mercury's Treads Mercury's Treads
Cena łączna
1,250
Cena
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Infinity Edge Infinity Edge Infinity Edge
Cena łączna
3,500
Cena
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

Win rate52.17%
Pick rate16.78%
#2
The Collector The Collector The Collector
Cena łączna
3,000
Cena
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.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Cena łączna
1,100
Cena
300

+25% Attack Speed +45 Move Speed

Infinity Edge Infinity Edge Infinity Edge
Cena łączna
3,500
Cena
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

Win rate47.90%
Pick rate8.66%
#3
The Collector The Collector The Collector
Cena łączna
3,000
Cena
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.

Infinity Edge Infinity Edge Infinity Edge
Cena łączna
3,500
Cena
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

Mercury's Treads Mercury's Treads Mercury's Treads
Cena łączna
1,250
Cena
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Win rate47.76%
Pick rate4.99%

N/Aelementy

The Collector The Collector The Collector
Cena łączna
3,000
Cena
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.

50.76%
Infinity Edge Infinity Edge Infinity Edge
Cena łączna
3,500
Cena
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

51.15%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Cena łączna
3,300
Cena
550

+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.

51.09%
Bloodthirster Bloodthirster Bloodthirster
Cena łączna
3,400
Cena
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

51.83%
Mercury's Treads Mercury's Treads Mercury's Treads
Cena łączna
1,250
Cena
550

+20 Magic Resist +45 Move Speed 30% Tenacity

50.89%
Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Cena łączna
3,000
Cena
825

+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.

51.47%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Cena łączna
1,100
Cena
300

+25% Attack Speed +45 Move Speed

49.70%
Hubris Hubris Hubris
Cena łączna
2,950
Cena
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

53.73%
Essence Reaver Essence Reaver Essence Reaver
Cena łączna
3,050
Cena
500

+50 Attack Damage +20 Ability Haste +25% Critical Strike Chance Spellblade: After using an Ability, your next Attack deals bonus physical damage and grants Mana On-Hit.

53.48%
Mortal Reminder Mortal Reminder Mortal Reminder
Cena łączna
3,000
Cena
150

+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.

49.39%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Cena łączna
1,200
Cena
600

+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.

50.91%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
Cena łączna
3,100
Cena
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.

52.04%

N/A

Long Sword Long Sword Long Sword
Cena łączna
350
Cena
350

+10 Attack Damage

51.15%
Serrated Dirk Serrated Dirk Serrated Dirk
Cena łączna
1,000
Cena
300

+20 Attack Damage 10 Lethality

51.15%
Boots Boots Boots
Cena łączna
300
Cena
300

+25 Move Speed

49.69%
Serrated Dirk Serrated Dirk Serrated Dirk
Cena łączna
1,000
Cena
300

+20 Attack Damage 10 Lethality

49.69%
Boots Boots Boots
Cena łączna
300
Cena
300

+25 Move Speed

51.76%
Health Potion Health Potion Health Potion
Cena łączna
50
Cena
50

Consume Restores +120 Health over 15 seconds.

51.76%
Serrated Dirk Serrated Dirk Serrated Dirk
Cena łączna
1,000
Cena
300

+20 Attack Damage 10 Lethality

51.76%

N/A

#1
The Collector The Collector The Collector
Cena łączna
3,000
Cena
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.

Mercury's Treads Mercury's Treads Mercury's Treads
Cena łączna
1,250
Cena
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Eclipse Eclipse Eclipse
Cena łączna
2,900
Cena
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.

Win rate44.97%
Pick rate17.17%
#2
The Collector The Collector The Collector
Cena łączna
3,000
Cena
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.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Cena łączna
1,100
Cena
300

+25% Attack Speed +45 Move Speed

Eclipse Eclipse Eclipse
Cena łączna
2,900
Cena
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.

Win rate43.86%
Pick rate8.43%
#3
Hubris Hubris Hubris
Cena łączna
2,950
Cena
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

Mercury's Treads Mercury's Treads Mercury's Treads
Cena łączna
1,250
Cena
550

+20 Magic Resist +45 Move Speed 30% Tenacity

The Collector The Collector The Collector
Cena łączna
3,000
Cena
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.

Win rate42.76%
Pick rate2.74%

N/Aelementy

The Collector The Collector The Collector
Cena łączna
3,000
Cena
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.

46.21%
Bloodthirster Bloodthirster Bloodthirster
Cena łączna
3,400
Cena
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

48.03%
Mercury's Treads Mercury's Treads Mercury's Treads
Cena łączna
1,250
Cena
550

+20 Magic Resist +45 Move Speed 30% Tenacity

44.38%
Eclipse Eclipse Eclipse
Cena łączna
2,900
Cena
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.

44.64%
Hubris Hubris Hubris
Cena łączna
2,950
Cena
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

48.71%
Axiom Arc Axiom Arc Axiom Arc
Cena łączna
2,750
Cena
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.

47.73%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Cena łączna
1,100
Cena
300

+25% Attack Speed +45 Move Speed

44.93%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
Cena łączna
3,100
Cena
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.

49.49%
Serpent's Fang Serpent's Fang Serpent's Fang
Cena łączna
2,500
Cena
625

+55 Attack Damage 15 Lethality Shield Reaver Damaging an enemy champion reduces Shields they gain by % for 3 seconds. If they were not already affected by Shield Reaver, reduce Shields on them by %.

40.97%
Edge of Night Edge of Night Edge of Night
Cena łączna
3,000
Cena
850

+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.

51.80%
Serylda's Grudge Serylda's Grudge Serylda's Grudge
Cena łączna
3,000
Cena
500

+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.

41.73%
Youmuu's Ghostblade Youmuu's Ghostblade Youmuu's Ghostblade
Cena łączna
2,800
Cena
675

+55 Attack Damage 18 Lethality +4% Move Speed Haunt Gain Move Speed while out of combat. Wraith Step Gain Move Speed and Ghosting for seconds.

55.77%

N/A

Long Sword Long Sword Long Sword
Cena łączna
350
Cena
350

+10 Attack Damage

54.90%
Serrated Dirk Serrated Dirk Serrated Dirk
Cena łączna
1,000
Cena
300

+20 Attack Damage 10 Lethality

54.90%
Boots Boots Boots
Cena łączna
300
Cena
300

+25 Move Speed

44.44%
Serrated Dirk Serrated Dirk Serrated Dirk
Cena łączna
1,000
Cena
300

+20 Attack Damage 10 Lethality

44.44%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Cena łączna
400
Cena
400

+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.

44.65%
Serrated Dirk Serrated Dirk Serrated Dirk
Cena łączna
1,000
Cena
300

+20 Attack Damage 10 Lethality

44.65%

N/A

#1
The Collector The Collector The Collector
Cena łączna
3,000
Cena
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.

Mercury's Treads Mercury's Treads Mercury's Treads
Cena łączna
1,250
Cena
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Bloodthirster Bloodthirster Bloodthirster
Cena łączna
3,400
Cena
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

Win rate50.45%
Pick rate6.03%
#2
The Collector The Collector The Collector
Cena łączna
3,000
Cena
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.

Mercury's Treads Mercury's Treads Mercury's Treads
Cena łączna
1,250
Cena
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Maw of Malmortius Maw of Malmortius Maw of Malmortius
Cena łączna
3,100
Cena
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.

Win rate50.55%
Pick rate3.01%
#3
The Collector The Collector The Collector
Cena łączna
3,000
Cena
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.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Cena łączna
1,100
Cena
300

+25% Attack Speed +45 Move Speed

Bloodthirster Bloodthirster Bloodthirster
Cena łączna
3,400
Cena
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

Win rate49.55%
Pick rate3.01%

N/Aelementy

Bloodthirster Bloodthirster Bloodthirster
Cena łączna
3,400
Cena
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

50.62%
Mercury's Treads Mercury's Treads Mercury's Treads
Cena łączna
1,250
Cena
550

+20 Magic Resist +45 Move Speed 30% Tenacity

51.65%
The Collector The Collector The Collector
Cena łączna
3,000
Cena
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.

46.35%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
Cena łączna
3,100
Cena
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.

52.46%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Cena łączna
1,100
Cena
300

+25% Attack Speed +45 Move Speed

48.85%
Infinity Edge Infinity Edge Infinity Edge
Cena łączna
3,500
Cena
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

50.53%
Eclipse Eclipse Eclipse
Cena łączna
2,900
Cena
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.

53.60%
Hubris Hubris Hubris
Cena łączna
2,950
Cena
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

46.16%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Cena łączna
3,300
Cena
550

+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.

51.68%
Manamune Manamune Manamune
Cena łączna
2,900
Cena
1,100

+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.

53.18%
Statikk Shiv Statikk Shiv Statikk Shiv
Cena łączna
3,000
Cena
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

48.77%
Ravenous Hydra Ravenous Hydra Ravenous Hydra
Cena łączna
3,300
Cena
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.

52.78%

N/A

Long Sword Long Sword Long Sword
Cena łączna
350
Cena
350

+10 Attack Damage

49.34%
Serrated Dirk Serrated Dirk Serrated Dirk
Cena łączna
1,000
Cena
300

+20 Attack Damage 10 Lethality

49.34%
Boots Boots Boots
Cena łączna
300
Cena
300

+25 Move Speed

49.89%
Serrated Dirk Serrated Dirk Serrated Dirk
Cena łączna
1,000
Cena
300

+20 Attack Damage 10 Lethality

49.89%
B. F. Sword B. F. Sword B. F. Sword
Cena łączna
1,300
Cena
1,300

+40 Attack Damage

48.50%

N/A

#1
Hubris Hubris Hubris
Cena łączna
2,950
Cena
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

Mercury's Treads Mercury's Treads Mercury's Treads
Cena łączna
1,250
Cena
550

+20 Magic Resist +45 Move Speed 30% Tenacity

The Collector The Collector The Collector
Cena łączna
3,000
Cena
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.

Win rate50.51%
Pick rate14.52%
#2
The Collector The Collector The Collector
Cena łączna
3,000
Cena
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.

Mercury's Treads Mercury's Treads Mercury's Treads
Cena łączna
1,250
Cena
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Eclipse Eclipse Eclipse
Cena łączna
2,900
Cena
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.

Win rate46.96%
Pick rate13.81%
#3
Hubris Hubris Hubris
Cena łączna
2,950
Cena
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

The Collector The Collector The Collector
Cena łączna
3,000
Cena
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.

Mercury's Treads Mercury's Treads Mercury's Treads
Cena łączna
1,250
Cena
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Win rate50.37%
Pick rate8.68%

N/Aelementy

The Collector The Collector The Collector
Cena łączna
3,000
Cena
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.

49.65%
Hubris Hubris Hubris
Cena łączna
2,950
Cena
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

50.17%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Cena łączna
3,300
Cena
550

+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.

49.71%
Infinity Edge Infinity Edge Infinity Edge
Cena łączna
3,500
Cena
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

50.94%
Mercury's Treads Mercury's Treads Mercury's Treads
Cena łączna
1,250
Cena
550

+20 Magic Resist +45 Move Speed 30% Tenacity

48.98%
Eclipse Eclipse Eclipse
Cena łączna
2,900
Cena
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.

48.50%
Bloodthirster Bloodthirster Bloodthirster
Cena łączna
3,400
Cena
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

50.83%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Cena łączna
1,100
Cena
300

+25% Attack Speed +45 Move Speed

50.27%
Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Cena łączna
3,000
Cena
825

+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.

51.93%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Cena łączna
1,200
Cena
600

+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.

49.07%
Axiom Arc Axiom Arc Axiom Arc
Cena łączna
2,750
Cena
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.

52.31%
Mortal Reminder Mortal Reminder Mortal Reminder
Cena łączna
3,000
Cena
150

+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.

48.35%

N/A

Long Sword Long Sword Long Sword
Cena łączna
350
Cena
350

+10 Attack Damage

51.31%
Serrated Dirk Serrated Dirk Serrated Dirk
Cena łączna
1,000
Cena
300

+20 Attack Damage 10 Lethality

51.31%
Boots Boots Boots
Cena łączna
300
Cena
300

+25 Move Speed

47.86%
Serrated Dirk Serrated Dirk Serrated Dirk
Cena łączna
1,000
Cena
300

+20 Attack Damage 10 Lethality

47.86%
Boots Boots Boots
Cena łączna
300
Cena
300

+25 Move Speed

46.14%
Health Potion Health Potion Health Potion
Cena łączna
50
Cena
50

Consume Restores +120 Health over 15 seconds.

46.14%
Serrated Dirk Serrated Dirk Serrated Dirk
Cena łączna
1,000
Cena
300

+20 Attack Damage 10 Lethality

46.14%

Ulepszenia

Ulepszenia / Procent zwycięstw

Ulepszenia
NazwaRzadkośćTierPick rateGry
Draw Your Sword Draw Your Sword Draw Your Sword Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T3
Win rate
69.48%
Pick rate
12.21%
Gry
3,054

Wybierz Draw Your Sword, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT169.48%12.21%3,054
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Złote
Rzadkość
Złote
Tier
T1
Win rate
58.25%
Pick rate
7.19%
Gry
1,799

Wybierz Transmute: Prismatic, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT158.25%7.19%1,799
Clown College Clown College Clown College Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T2
Win rate
56.75%
Pick rate
6.67%
Gry
1,667

Wybierz Clown College, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT156.75%6.67%1,667
Vampirism Vampirism Vampirism Złote
Rzadkość
Złote
Tier
T1
Win rate
55.70%
Pick rate
14.52%
Gry
3,630

Wybierz Vampirism, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT155.70%14.52%3,630
Giant Slayer Giant Slayer Giant Slayer Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T1
Win rate
55.44%
Pick rate
6.73%
Gry
1,683

Wybierz Giant Slayer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT155.44%6.73%1,683
Slow and Steady Slow and Steady Slow and Steady Złote
Rzadkość
Złote
Tier
T4
Win rate
55.41%
Pick rate
15.94%
Gry
3,987

Wybierz Slow and Steady, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT155.41%15.94%3,987
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Złote
Rzadkość
Złote
Tier
T2
Win rate
55.09%
Pick rate
7.42%
Gry
1,855

Wybierz Upgrade Infinity Edge, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT155.09%7.42%1,855
EscAPADe EscAPADe EscAPADe Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
54.60%
Pick rate
4.92%
Gry
1,229

Wybierz EscAPADe, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT154.60%4.92%1,229
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T1
Win rate
54.42%
Pick rate
5.88%
Gry
1,470

Wybierz Jeweled Gauntlet, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT154.42%5.88%1,470
Goredrink Goredrink Goredrink Srebrne
Rzadkość
Srebrne
Tier
T1
Win rate
54.31%
Pick rate
10.29%
Gry
2,574

Wybierz Goredrink, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT154.31%10.29%2,574
Soul Siphon Soul Siphon Soul Siphon Złote
Rzadkość
Złote
Tier
T2
Win rate
53.63%
Pick rate
6.38%
Gry
1,596

Wybierz Soul Siphon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT153.63%6.38%1,596
Critical Missile Critical Missile Critical Missile Złote
Rzadkość
Złote
Tier
T1
Win rate
52.92%
Pick rate
13.72%
Gry
3,430

Wybierz Critical Missile, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT152.92%13.72%3,430
Scopiest Weapons Scopiest Weapons Scopiest Weapons Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T2
Win rate
52.83%
Pick rate
5.31%
Gry
1,327

Wybierz Scopiest Weapons, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT152.83%5.31%1,327
Scopier Weapons Scopier Weapons Scopier Weapons Złote
Rzadkość
Złote
Tier
T1
Win rate
52.67%
Pick rate
9.58%
Gry
2,396

Wybierz Scopier Weapons, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT152.67%9.58%2,396
Upgrade Collector Upgrade Collector Upgrade Collector Srebrne
Rzadkość
Srebrne
Tier
T2
Win rate
52.49%
Pick rate
12.31%
Gry
3,077

Wybierz Upgrade Collector, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT152.49%12.31%3,077
Scoped Weapons Scoped Weapons Scoped Weapons Srebrne
Rzadkość
Srebrne
Tier
T2
Win rate
52.41%
Pick rate
5.07%
Gry
1,267

Wybierz Scoped Weapons, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT152.41%5.07%1,267
Shadow Runner Shadow Runner Shadow Runner Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
52.30%
Pick rate
5.48%
Gry
1,371

Wybierz Shadow Runner, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT152.30%5.48%1,371
Thread the Needle Thread the Needle Thread the Needle Złote
Rzadkość
Złote
Tier
T1
Win rate
52.19%
Pick rate
8.14%
Gry
2,035

Wybierz Thread the Needle, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT152.19%8.14%2,035
Deft Deft Deft Srebrne
Rzadkość
Srebrne
Tier
T1
Win rate
51.84%
Pick rate
5.85%
Gry
1,464

Wybierz Deft, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT151.84%5.85%1,464
Upgrade Hubris Upgrade Hubris Upgrade Hubris Złote
Rzadkość
Złote
Tier
T1
Win rate
51.58%
Pick rate
13.30%
Gry
3,325

Wybierz Upgrade Hubris, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT151.58%13.30%3,325
The Brutalizer The Brutalizer The Brutalizer Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
50.93%
Pick rate
6.89%
Gry
1,724

Wybierz The Brutalizer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT150.93%6.89%1,724
Critical Rhythm Critical Rhythm Critical Rhythm Złote
Rzadkość
Złote
Tier
T1
Win rate
50.65%
Pick rate
10.38%
Gry
2,596

Wybierz Critical Rhythm, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT150.65%10.38%2,596
Get Excited Get Excited Get Excited Złote
Rzadkość
Złote
Tier
T2
Win rate
50.59%
Pick rate
4.75%
Gry
1,188

Wybierz Get Excited, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT150.59%4.75%1,188
Fan the Hammer Fan the Hammer Fan the Hammer Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T1
Win rate
50.47%
Pick rate
5.15%
Gry
1,288

Wybierz Fan the Hammer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT150.47%5.15%1,288
Nightstalking Nightstalking Nightstalking Złote
Rzadkość
Złote
Tier
T3
Win rate
49.97%
Pick rate
5.75%
Gry
1,437

Wybierz Nightstalking, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT149.97%5.75%1,437
Executioner Executioner Executioner Złote
Rzadkość
Złote
Tier
T1
Win rate
49.61%
Pick rate
8.82%
Gry
2,205

Wybierz Executioner, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT149.61%8.82%2,205
Shrink Engine Shrink Engine Shrink Engine Złote
Rzadkość
Złote
Tier
T1
Win rate
48.38%
Pick rate
4.57%
Gry
1,143

Wybierz Shrink Engine, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT148.38%4.57%1,143
Typhoon Typhoon Typhoon Srebrne
Rzadkość
Srebrne
Tier
T1
Win rate
47.78%
Pick rate
5.57%
Gry
1,394

Wybierz Typhoon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT147.78%5.57%1,394
Stats on Stats! Stats on Stats! Stats on Stats! Złote
Rzadkość
Złote
Tier
T1
Win rate
61.59%
Pick rate
3.81%
Gry
953

Wybierz Stats on Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT261.59%3.81%953
Red Envelopes Red Envelopes Red Envelopes Złote
Rzadkość
Złote
Tier
T1
Win rate
61.06%
Pick rate
3.02%
Gry
755

Wybierz Red Envelopes, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT261.06%3.02%755
Stats! Stats! Stats! Srebrne
Rzadkość
Srebrne
Tier
T2
Win rate
59.19%
Pick rate
2.18%
Gry
544

Wybierz Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT259.19%2.18%544
Transmute: Chaos Transmute: Chaos Transmute: Chaos Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T2
Win rate
58.02%
Pick rate
2.79%
Gry
698

Wybierz Transmute: Chaos, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT258.02%2.79%698
Swift and Safe Swift and Safe Swift and Safe Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
56.66%
Pick rate
3.06%
Gry
766

Wybierz Swift and Safe, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT256.66%3.06%766
Blunt Force Blunt Force Blunt Force Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
56.53%
Pick rate
3.74%
Gry
934

Wybierz Blunt Force, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT256.53%3.74%934
Transmute: Gold Transmute: Gold Transmute: Gold Srebrne
Rzadkość
Srebrne
Tier
T1
Win rate
56.28%
Pick rate
3.89%
Gry
972

Wybierz Transmute: Gold, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT256.28%3.89%972
From Beginning to End From Beginning to End From Beginning to End Złote
Rzadkość
Złote
Tier
T1
Win rate
55.47%
Pick rate
2.12%
Gry
530

Wybierz From Beginning to End, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT255.47%2.12%530
Goliath Goliath Goliath Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T1
Win rate
53.16%
Pick rate
2.78%
Gry
696

Wybierz Goliath, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT253.16%2.78%696
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Srebrne
Rzadkość
Srebrne
Tier
T4
Win rate
52.34%
Pick rate
2.48%
Gry
619

Wybierz Tank It Or Leave It, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT252.34%2.48%619
Donation Donation Donation Złote
Rzadkość
Złote
Tier
T2
Win rate
52.14%
Pick rate
2.80%
Gry
700

Wybierz Donation, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT252.14%2.80%700
Light 'em Up! Light 'em Up! Light 'em Up! Srebrne
Rzadkość
Srebrne
Tier
T2
Win rate
51.59%
Pick rate
2.52%
Gry
630

Wybierz Light 'em Up!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT251.59%2.52%630
Critical Healing Critical Healing Critical Healing Złote
Rzadkość
Złote
Tier
T2
Win rate
51.38%
Pick rate
2.76%
Gry
689

Wybierz Critical Healing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT251.38%2.76%689
Outlaw's Grit Outlaw's Grit Outlaw's Grit Złote
Rzadkość
Złote
Tier
T3
Win rate
50.96%
Pick rate
3.94%
Gry
985

Wybierz Outlaw's Grit, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT250.96%3.94%985
Spiritual Purification Spiritual Purification Spiritual Purification Złote
Rzadkość
Złote
Tier
T2
Win rate
50.74%
Pick rate
1.88%
Gry
471

Wybierz Spiritual Purification, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT250.74%1.88%471
Dual Wield Dual Wield Dual Wield Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T2
Win rate
49.59%
Pick rate
3.45%
Gry
863

Wybierz Dual Wield, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT249.59%3.45%863
Double Tap Double Tap Double Tap Złote
Rzadkość
Złote
Tier
T2
Win rate
49.37%
Pick rate
4.10%
Gry
1,025

Wybierz Double Tap, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT249.37%4.10%1,025
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Srebrne
Rzadkość
Srebrne
Tier
T4
Win rate
49.12%
Pick rate
2.94%
Gry
735

Wybierz Wind Beneath Blade, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT249.12%2.94%735
Infernal Soul Infernal Soul Infernal Soul Srebrne
Rzadkość
Srebrne
Tier
T2
Win rate
49.04%
Pick rate
4.38%
Gry
1,095

Wybierz Infernal Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT249.04%4.38%1,095
Dashing Dashing Dashing Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
48.98%
Pick rate
3.33%
Gry
833

Wybierz Dashing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT248.98%3.33%833
Magic Missile Magic Missile Magic Missile Złote
Rzadkość
Złote
Tier
T1
Win rate
48.76%
Pick rate
3.23%
Gry
808

Wybierz Magic Missile, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT248.76%3.23%808
Tap Dancer Tap Dancer Tap Dancer Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T1
Win rate
48.36%
Pick rate
3.28%
Gry
821

Wybierz Tap Dancer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT248.36%3.28%821
It's Critical It's Critical It's Critical Złote
Rzadkość
Złote
Tier
T3
Win rate
48.13%
Pick rate
3.10%
Gry
775

Wybierz It's Critical, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT248.13%3.10%775
Vulnerability Vulnerability Vulnerability Złote
Rzadkość
Złote
Tier
T2
Win rate
47.79%
Pick rate
2.18%
Gry
544

Wybierz Vulnerability, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT247.79%2.18%544
Lightning Strikes Lightning Strikes Lightning Strikes Złote
Rzadkość
Złote
Tier
T1
Win rate
46.34%
Pick rate
2.62%
Gry
656

Wybierz Lightning Strikes, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT246.34%2.62%656
Shrink Ray Shrink Ray Shrink Ray Złote
Rzadkość
Złote
Tier
T4
Win rate
45.79%
Pick rate
2.57%
Gry
642

Wybierz Shrink Ray, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT245.79%2.57%642
Symphony of War Symphony of War Symphony of War Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T3
Win rate
44.68%
Pick rate
1.92%
Gry
479

Wybierz Symphony of War, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT244.68%1.92%479
Firebrand Firebrand Firebrand Złote
Rzadkość
Złote
Tier
T2
Win rate
43.49%
Pick rate
2.18%
Gry
545

Wybierz Firebrand, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT243.49%2.18%545
Mystic Punch Mystic Punch Mystic Punch Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T3
Win rate
43.30%
Pick rate
2.33%
Gry
582

Wybierz Mystic Punch, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT243.30%2.33%582
Dive Bomber Dive Bomber Dive Bomber Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
58.90%
Pick rate
1.24%
Gry
309

Wybierz Dive Bomber, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT358.90%1.24%309
Back to Basics Back to Basics Back to Basics Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
58.00%
Pick rate
1.00%
Gry
250

Wybierz Back to Basics, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT358.00%1.00%250
Nightstalking Nightstalking Nightstalking Złote
Rzadkość
Złote
Tier
T3
Win rate
56.34%
Pick rate
1.86%
Gry
465

Wybierz Nightstalking, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT356.34%1.86%465
Escape Plan Escape Plan Escape Plan Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
54.66%
Pick rate
1.24%
Gry
311

Wybierz Escape Plan, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT354.66%1.24%311
Pandora's Box Pandora's Box Pandora's Box Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T3
Win rate
54.26%
Pick rate
1.78%
Gry
446

Wybierz Pandora's Box, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT354.26%1.78%446
Poro Blaster Poro Blaster Poro Blaster Złote
Rzadkość
Złote
Tier
T1
Win rate
53.99%
Pick rate
1.30%
Gry
326

Wybierz Poro Blaster, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT353.99%1.30%326
Tank Engine Tank Engine Tank Engine Złote
Rzadkość
Złote
Tier
T1
Win rate
53.21%
Pick rate
0.87%
Gry
218

Wybierz Tank Engine, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT353.21%0.87%218
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T3
Win rate
53.17%
Pick rate
1.45%
Gry
363

Wybierz Stats on Stats on Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT353.17%1.45%363
Buff Buddies Buff Buddies Buff Buddies Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
52.33%
Pick rate
1.12%
Gry
279

Wybierz Buff Buddies, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT352.33%1.12%279
Cheating Cheating Cheating Złote
Rzadkość
Złote
Tier
T3
Win rate
52.05%
Pick rate
1.17%
Gry
292

Wybierz Cheating, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT352.05%1.17%292
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T3
Win rate
51.60%
Pick rate
1.50%
Gry
374

Wybierz Biggest Snowball Ever, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT351.60%1.50%374
Snowball Upgrade Snowball Upgrade Snowball Upgrade Złote
Rzadkość
Złote
Tier
T2
Win rate
50.97%
Pick rate
1.66%
Gry
414

Wybierz Snowball Upgrade, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT350.97%1.66%414
Kill Secured Kill Secured Kill Secured Srebrne
Rzadkość
Srebrne
Tier
T4
Win rate
50.89%
Pick rate
1.80%
Gry
450

Wybierz Kill Secured, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT350.89%1.80%450
Leg Day Leg Day Leg Day Srebrne
Rzadkość
Srebrne
Tier
T4
Win rate
50.81%
Pick rate
1.23%
Gry
307

Wybierz Leg Day, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT350.81%1.23%307
Speed Demon Speed Demon Speed Demon Srebrne
Rzadkość
Srebrne
Tier
T2
Win rate
50.43%
Pick rate
1.86%
Gry
466

Wybierz Speed Demon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT350.43%1.86%466
Recursion Recursion Recursion Złote
Rzadkość
Złote
Tier
T2
Win rate
49.15%
Pick rate
0.94%
Gry
236

Wybierz Recursion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT349.15%0.94%236
Blade Waltz Blade Waltz Blade Waltz Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
48.84%
Pick rate
1.73%
Gry
432

Wybierz Blade Waltz, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT348.84%1.73%432
Crit Ncast Crit Ncast Crit Ncast Srebrne
Rzadkość
Srebrne
Tier
T5
Win rate
48.81%
Pick rate
1.52%
Gry
379

Wybierz Crit Ncast, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT348.81%1.52%379
King Me King Me King Me Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
48.43%
Pick rate
1.53%
Gry
382

Wybierz King Me, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT348.43%1.53%382
It's Killing Time It's Killing Time It's Killing Time Złote
Rzadkość
Złote
Tier
T1
Win rate
48.39%
Pick rate
1.36%
Gry
341

Wybierz It's Killing Time, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT348.39%1.36%341
Dropkick Dropkick Dropkick Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T2
Win rate
48.28%
Pick rate
1.74%
Gry
435

Wybierz Dropkick, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT348.28%1.74%435
Mad Scientist Mad Scientist Mad Scientist Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
48.24%
Pick rate
1.36%
Gry
340

Wybierz Mad Scientist, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT348.24%1.36%340
Glass Cannon Glass Cannon Glass Cannon Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
48.21%
Pick rate
1.00%
Gry
251

Wybierz Glass Cannon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT348.21%1.00%251
ReEnergize ReEnergize ReEnergize Srebrne
Rzadkość
Srebrne
Tier
T5
Win rate
47.99%
Pick rate
1.69%
Gry
423

Wybierz ReEnergize, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT347.99%1.69%423
Snowball Roulette Snowball Roulette Snowball Roulette Złote
Rzadkość
Złote
Tier
T2
Win rate
47.17%
Pick rate
1.48%
Gry
371

Wybierz Snowball Roulette, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT347.17%1.48%371
Twice Thrice Twice Thrice Twice Thrice Złote
Rzadkość
Złote
Tier
T2
Win rate
47.06%
Pick rate
1.84%
Gry
459

Wybierz Twice Thrice, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT347.06%1.84%459
Bread And Cheese Bread And Cheese Bread And Cheese Złote
Rzadkość
Złote
Tier
T3
Win rate
46.63%
Pick rate
1.48%
Gry
371

Wybierz Bread And Cheese, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT346.63%1.48%371
Holy Snowball Holy Snowball Holy Snowball Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
46.58%
Pick rate
0.94%
Gry
234

Wybierz Holy Snowball, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT346.58%0.94%234
Marksmage Marksmage Marksmage Złote
Rzadkość
Złote
Tier
T2
Win rate
46.35%
Pick rate
1.26%
Gry
315

Wybierz Marksmage, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT346.35%1.26%315
Weighted Popoffs Weighted Popoffs Weighted Popoffs Srebrne
Rzadkość
Srebrne
Tier
T1
Win rate
45.22%
Pick rate
1.09%
Gry
272

Wybierz Weighted Popoffs, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT345.22%1.09%272
Pinball Pinball Pinball Złote
Rzadkość
Złote
Tier
T2
Win rate
44.53%
Pick rate
1.64%
Gry
411

Wybierz Pinball, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT344.53%1.64%411
Cerberus Cerberus Cerberus Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
44.01%
Pick rate
1.54%
Gry
384

Wybierz Cerberus, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT344.01%1.54%384
Bread And Butter Bread And Butter Bread And Butter Złote
Rzadkość
Złote
Tier
T2
Win rate
43.43%
Pick rate
1.00%
Gry
251

Wybierz Bread And Butter, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT343.43%1.00%251
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
55.81%
Pick rate
0.34%
Gry
86

Wybierz Upgrade Sword of Blossoming Dawn, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT455.81%0.34%86
Poro King Poro King Poro King Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
55.32%
Pick rate
0.38%
Gry
94

Wybierz Poro King, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT455.32%0.38%94
Growth Spurt Growth Spurt Growth Spurt Złote
Rzadkość
Złote
Tier
T4
Win rate
54.33%
Pick rate
0.51%
Gry
127

Wybierz Growth Spurt, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT454.33%0.51%127
Mad Scientist Mad Scientist Mad Scientist Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
52.67%
Pick rate
0.60%
Gry
150

Wybierz Mad Scientist, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT452.67%0.60%150
Little Devil Little Devil Little Devil Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
52.43%
Pick rate
0.41%
Gry
103

Wybierz Little Devil, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT452.43%0.41%103
Omni Soul Omni Soul Omni Soul Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
52.33%
Pick rate
0.69%
Gry
172

Wybierz Omni Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT452.33%0.69%172
Ocean Soul Ocean Soul Ocean Soul Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
52.00%
Pick rate
0.50%
Gry
125

Wybierz Ocean Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT452.00%0.50%125
Homeguard Homeguard Homeguard Srebrne
Rzadkość
Srebrne
Tier
T4
Win rate
51.92%
Pick rate
0.62%
Gry
156

Wybierz Homeguard, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT451.92%0.62%156
Divine Intervention Divine Intervention Divine Intervention Złote
Rzadkość
Złote
Tier
T3
Win rate
51.59%
Pick rate
0.50%
Gry
126

Wybierz Divine Intervention, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT451.59%0.50%126
Bread And Jam Bread And Jam Bread And Jam Złote
Rzadkość
Złote
Tier
T4
Win rate
51.35%
Pick rate
0.30%
Gry
74

Wybierz Bread And Jam, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT451.35%0.30%74
Ultimate Awakening Ultimate Awakening Ultimate Awakening Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
51.04%
Pick rate
0.38%
Gry
96

Wybierz Ultimate Awakening, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT451.04%0.38%96
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
50.00%
Pick rate
0.65%
Gry
162

Wybierz Watch Out Grapefruit, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT450.00%0.65%162
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
49.73%
Pick rate
0.74%
Gry
185

Wybierz Quest: Urf's Champion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT449.73%0.74%185
Goldrend Goldrend Goldrend Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
49.70%
Pick rate
0.66%
Gry
165

Wybierz Goldrend, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT449.70%0.66%165
Hextech Soul Hextech Soul Hextech Soul Srebrne
Rzadkość
Srebrne
Tier
T4
Win rate
49.68%
Pick rate
0.63%
Gry
157

Wybierz Hextech Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT449.68%0.63%157
Restless Restoration Restless Restoration Restless Restoration Złote
Rzadkość
Złote
Tier
T4
Win rate
49.57%
Pick rate
0.46%
Gry
115

Wybierz Restless Restoration, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT449.57%0.46%115
Overflow Overflow Overflow Złote
Rzadkość
Złote
Tier
T2
Win rate
49.53%
Pick rate
0.43%
Gry
107

Wybierz Overflow, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT449.53%0.43%107
Heavy Hitter Heavy Hitter Heavy Hitter Srebrne
Rzadkość
Srebrne
Tier
T2
Win rate
48.95%
Pick rate
0.57%
Gry
143

Wybierz Heavy Hitter, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT448.95%0.57%143
Perseverance Perseverance Perseverance Złote
Rzadkość
Złote
Tier
T1
Win rate
48.84%
Pick rate
0.34%
Gry
86

Wybierz Perseverance, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT448.84%0.34%86
Ultimate Revolution Ultimate Revolution Ultimate Revolution Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
48.28%
Pick rate
0.58%
Gry
145

Wybierz Ultimate Revolution, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT448.28%0.58%145
Infinite Recursion Infinite Recursion Infinite Recursion Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T3
Win rate
47.95%
Pick rate
0.68%
Gry
171

Wybierz Infinite Recursion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT447.95%0.68%171
Juiced Juiced Juiced Srebrne
Rzadkość
Srebrne
Tier
T5
Win rate
47.95%
Pick rate
0.29%
Gry
73

Wybierz Juiced, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT447.95%0.29%73
OK Boomerang OK Boomerang OK Boomerang Złote
Rzadkość
Złote
Tier
T3
Win rate
47.52%
Pick rate
0.40%
Gry
101

Wybierz OK Boomerang, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT447.52%0.40%101
Flashy Flashy Flashy Złote
Rzadkość
Złote
Tier
T5
Win rate
47.26%
Pick rate
0.58%
Gry
146

Wybierz Flashy, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT447.26%0.58%146
Erosion Erosion Erosion Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
47.25%
Pick rate
0.36%
Gry
91

Wybierz Erosion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT447.25%0.36%91
Don't Blink Don't Blink Don't Blink Srebrne
Rzadkość
Srebrne
Tier
T5
Win rate
46.58%
Pick rate
0.29%
Gry
73

Wybierz Don't Blink, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT446.58%0.29%73
Veil of Warding Veil of Warding Veil of Warding Srebrne
Rzadkość
Srebrne
Tier
T5
Win rate
46.36%
Pick rate
0.44%
Gry
110

Wybierz Veil of Warding, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT446.36%0.44%110
Earthwake Earthwake Earthwake Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
45.96%
Pick rate
0.64%
Gry
161

Wybierz Earthwake, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT445.96%0.64%161
Apex Inventor Apex Inventor Apex Inventor Złote
Rzadkość
Złote
Tier
T4
Win rate
45.13%
Pick rate
0.45%
Gry
113

Wybierz Apex Inventor, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT445.13%0.45%113
Quantum Computing Quantum Computing Quantum Computing Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
44.53%
Pick rate
0.51%
Gry
128

Wybierz Quantum Computing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT444.53%0.51%128
Ethereal Weapon Ethereal Weapon Ethereal Weapon Złote
Rzadkość
Złote
Tier
T4
Win rate
43.51%
Pick rate
0.52%
Gry
131

Wybierz Ethereal Weapon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT443.51%0.52%131
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Złote
Rzadkość
Złote
Tier
T4
Win rate
43.14%
Pick rate
0.41%
Gry
102

Wybierz Dawnbringer's Resolve, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

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ZłoteT443.14%0.41%102
With Haste With Haste With Haste Złote
Rzadkość
Złote
Tier
T5
Win rate
43.02%
Pick rate
0.34%
Gry
86

Wybierz With Haste, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

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ZłoteT443.02%0.34%86
Self Destruct Self Destruct Self Destruct Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
42.03%
Pick rate
0.83%
Gry
207

Wybierz Self Destruct, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

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SrebrneT442.03%0.83%207
Skilled Sniper Skilled Sniper Skilled Sniper Złote
Rzadkość
Złote
Tier
T2
Win rate
41.03%
Pick rate
0.31%
Gry
78

Wybierz Skilled Sniper, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT441.03%0.31%78
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Złote
Rzadkość
Złote
Tier
T1
Win rate
40.76%
Pick rate
0.63%
Gry
157

Wybierz Quest: Steel Your Heart, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

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ZłoteT440.76%0.63%157
Rabble Rousing Rabble Rousing Rabble Rousing Złote
Rzadkość
Złote
Tier
T2
Win rate
39.07%
Pick rate
0.60%
Gry
151

Wybierz Rabble Rousing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT439.07%0.60%151
Droppybara Droppybara Droppybara Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
35.44%
Pick rate
0.32%
Gry
79

Wybierz Droppybara, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

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PryzmatyczneT435.44%0.32%79
Infernal Conduit Infernal Conduit Infernal Conduit Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T1
Win rate
52.54%
Pick rate
0.24%
Gry
59

Wybierz Infernal Conduit, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

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PryzmatyczneT552.54%0.24%59
Feel the Burn Feel the Burn Feel the Burn Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
51.92%
Pick rate
0.21%
Gry
52

Wybierz Feel the Burn, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

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PryzmatyczneT551.92%0.21%52
Celestial Body Celestial Body Celestial Body Złote
Rzadkość
Złote
Tier
T1
Win rate
51.43%
Pick rate
0.28%
Gry
70

Wybierz Celestial Body, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

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ZłoteT551.43%0.28%70
Missing Ping Augment Missing Ping Augment Missing Ping Augment Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
44.64%
Pick rate
0.22%
Gry
56

Wybierz Missing Ping Augment, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

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PryzmatyczneT544.64%0.22%56
Repulsor Repulsor Repulsor Srebrne
Rzadkość
Srebrne
Tier
T5
Win rate
30.36%
Pick rate
0.22%
Gry
56

Wybierz Repulsor, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT530.36%0.22%56

Graves Skill Combos

Extracted from the skill order guide

Skill Order
QEW

Max order: Q > E > W, with R whenever possible.

QWE

Consider Q > W > E only when your augment setup or team plan makes W a central part of your fights.

RQEW

Max Q first, E second, W last.

Graves Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Graves counters these champions in ARAM: Mayhem.

Yasuo Yasuo Yasuo T2
Tier
T2
Ranga
#35
Win rate
52.16%
Pick rate
0.70%

Yasuo jest obecnie sklasyfikowany jako T2 w danych ARAM Mayhem. Zobacz poradnik bohatera

Yone Yone Yone T3
Tier
T3
Ranga
#65
Win rate
50.53%
Pick rate
0.57%

Yone jest obecnie sklasyfikowany jako T3 w danych ARAM Mayhem. Zobacz poradnik bohatera

Master Yi Master Yi Master Yi T1
Tier
T1
Ranga
#18
Win rate
52.96%
Pick rate
0.73%

Master Yi jest obecnie sklasyfikowany jako T1 w danych ARAM Mayhem. Zobacz poradnik bohatera

Tryndamere Tryndamere Tryndamere T2
Tier
T2
Ranga
#33
Win rate
51.66%
Pick rate
0.39%

Tryndamere jest obecnie sklasyfikowany jako T2 w danych ARAM Mayhem. Zobacz poradnik bohatera

Samira Samira Samira T5
Tier
T5
Ranga
#150
Win rate
46.68%
Pick rate
0.63%

Samira jest obecnie sklasyfikowany jako T5 w danych ARAM Mayhem. Zobacz poradnik bohatera

Read counter details

Countered By

5

Graves is countered by these champions in ARAM: Mayhem.

Xerath Xerath Xerath T2
Tier
T2
Ranga
#61
Win rate
50.90%
Pick rate
0.96%

Xerath jest obecnie sklasyfikowany jako T2 w danych ARAM Mayhem. Zobacz poradnik bohatera

Ziggs Ziggs Ziggs T3
Tier
T3
Ranga
#74
Win rate
50.23%
Pick rate
0.78%

Ziggs jest obecnie sklasyfikowany jako T3 w danych ARAM Mayhem. Zobacz poradnik bohatera

Lux Lux Lux T3
Tier
T3
Ranga
#66
Win rate
49.86%
Pick rate
1.05%

Lux jest obecnie sklasyfikowany jako T3 w danych ARAM Mayhem. Zobacz poradnik bohatera

Veigar Veigar Veigar T3
Tier
T3
Ranga
#81
Win rate
50.14%
Pick rate
0.98%

Veigar jest obecnie sklasyfikowany jako T3 w danych ARAM Mayhem. Zobacz poradnik bohatera

Malzahar Malzahar Malzahar T1
Tier
T1
Ranga
#17
Win rate
53.30%
Pick rate
0.91%

Malzahar jest obecnie sklasyfikowany jako T1 w danych ARAM Mayhem. Zobacz poradnik bohatera

Read counter details

Graves Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Amumu Amumu Amumu T3
Tier
T3
Ranga
#62
Win rate
50.44%
Pick rate
0.53%

Amumu jest obecnie sklasyfikowany jako T3 w danych ARAM Mayhem. Zobacz poradnik bohatera

Amumu

Amumu gives Graves the thing he wants most: enemies held in a tight area while a durable champion takes first contact. Graves does not need a long chase when Amumu starts the fight. He needs one committed clump.

Orianna Orianna Orianna T3
Tier
T3
Ranga
#80
Win rate
50.28%
Pick rate
0.51%

Orianna jest obecnie sklasyfikowany jako T3 w danych ARAM Mayhem. Zobacz poradnik bohatera

Orianna

Orianna adds controlled setup, shields, and strong magic damage. Graves brings physical burst and short-range pressure, so Orianna helps balance the damage profile while making his forward movement safer.

Rell Rell Rell T1
Tier
T1
Ranga
#14
Win rate
54.57%
Pick rate
0.40%

Rell jest obecnie sklasyfikowany jako T1 w danych ARAM Mayhem. Zobacz poradnik bohatera

Rell

Rell gives Graves a brutal front-to-back fight pattern. She starts, absorbs the first punish, and keeps enemies close enough for Graves to land repeated close-range shots. Her threat also makes it hard for enemies to walk past the frontline and isolate him.

Lulu Lulu Lulu T4
Tier
T4
Ranga
#121
Win rate
47.27%
Pick rate
0.46%

Lulu jest obecnie sklasyfikowany jako T4 w danych ARAM Mayhem. Zobacz poradnik bohatera

Lulu

Lulu turns Graves from a short-range burst marksman into a safer skirmisher. He still has to choose good entries, but shields, speed, and emergency peel let him spend dash aggressively more often without instantly getting punished.

Brand Brand Brand T1
Tier
T1
Ranga
#5
Win rate
54.19%
Pick rate
1.21%

Brand jest obecnie sklasyfikowany jako T1 w danych ARAM Mayhem. Zobacz poradnik bohatera

Brand

Brand supplies heavy magic damage and punishes enemies who clump to avoid Graves angles. Graves pressures the front and side with physical burst, while Brand makes grouped enemies pay even before the hard engage begins.

Brand Brand Brand T1
Tier
T1
Ranga
#5
Win rate
54.19%
Pick rate
1.21%

Brand jest obecnie sklasyfikowany jako T1 w danych ARAM Mayhem. Zobacz poradnik bohatera

Rell Rell Rell T1
Tier
T1
Ranga
#14
Win rate
54.57%
Pick rate
0.40%

Rell jest obecnie sklasyfikowany jako T1 w danych ARAM Mayhem. Zobacz poradnik bohatera

Graves Graves Graves T2
Tier
T2
Ranga
#31
Win rate
52.13%
Pick rate
0.82%

Graves jest obecnie sklasyfikowany jako T2 w danych ARAM Mayhem. Zobacz poradnik bohatera

Amumu Amumu Amumu T3
Tier
T3
Ranga
#62
Win rate
50.44%
Pick rate
0.53%

Amumu jest obecnie sklasyfikowany jako T3 w danych ARAM Mayhem. Zobacz poradnik bohatera

Orianna Orianna Orianna T3
Tier
T3
Ranga
#80
Win rate
50.28%
Pick rate
0.51%

Orianna jest obecnie sklasyfikowany jako T3 w danych ARAM Mayhem. Zobacz poradnik bohatera

Lulu Lulu Lulu T4
Tier
T4
Ranga
#121
Win rate
47.27%
Pick rate
0.46%

Lulu jest obecnie sklasyfikowany jako T4 w danych ARAM Mayhem. Zobacz poradnik bohatera

Synergy mechanism: Amumu gives Graves the thing he wants most: enemies held in a tight area while a durable champion takes first contact. Graves does not need a long chase when Amumu starts the fight. He needs one committed clump. Combo: Amumu looks for a bandage engage or walks up with threat, then locks multiple enemies in place. Graves should already be near the side of the wave, not behind his backline. When Amumu connects, Graves dashes forward at an angle, drops Smoke Screen on the enemy carries or their escape path, then fires into the packed targets. If the first target survives, Graves should keep moving with the frontline instead of stopping to duel a tank. Best scenario: This is strongest when the enemy team has immobile carries, double marksman, or squishy poke champions hiding behind one bruiser. Amumu forces them to answer the engage, and Graves punishes the stack with close-range burst while they cannot freely kite. Enemy answer: Good opponents spread before Amumu can start, hold disengage for Graves instead of Amumu, or bait the engage onto a tank. They may also let Amumu go in, then collapse on Graves when he dashes after him. Failure risk and recovery: If Amumu misses or starts too deep, Graves must not burn dash to “save” the play. Hold Smoke Screen for the counter-engage, clear the wave, and wait for Amumu to threaten again. Graves recovers well when he keeps health high; he recovers poorly when he follows a doomed engage and loses the next fight before it starts. 2. Orianna Synergy mechanism: Orianna adds controlled setup, shields, and strong magic damage. Graves brings physical burst and short-range pressure, so Orianna helps balance the damage profile while making his forward movement safer. Combo: Orianna can place the ball on or near Graves when he is posturing at the edge of the fight. Graves steps forward like he is taking a normal trade, then dashes into shotgun range as Orianna threatens a pull or zone. Smoke Screen should go where enemies want to run after the ball pressure, not randomly on the frontline. If Orianna lands a multi-target setup, Graves commits his burst immediately before the enemy spacing resets. Best scenario: This pairing shines against teams that respect Graves too much and keep backing up. Orianna punishes that retreat line with zone control, while Graves punishes anyone who turns to fight. It is also strong when your team lacks magic damage and cannot afford to let enemies stack only armor. Enemy answer: Enemies can split around the ball, force Orianna to use shield defensively, or send a diver past Graves onto Orianna. If Orianna is busy surviving, Graves loses a lot of his safe entry timing. Failure risk and recovery: The biggest failure is desync. Graves dashes in before Orianna is in range, or Orianna uses her main threat before Graves can follow. Recover by playing slower around minion waves. Let Orianna hold the center, use Graves to threaten the side angle, and only commit when both champions can hit the same target cluster. 3. Rell Synergy mechanism: Rell gives Graves a brutal front-to-back fight pattern. She starts, absorbs the first punish, and keeps enemies close enough for Graves to land repeated close-range shots. Her threat also makes it hard for enemies to walk past the frontline and isolate him. Combo: Rell should lead from fog, brush, or after the enemy uses a key disengage. Graves follows one step behind, not side by side. Once Rell connects, Graves places Smoke Screen over the enemy backline’s vision line or on the carry who still has damage available. Then he focuses the nearest high-value target he can safely hit. He should not tunnel through Rell’s target if a carry mispositions next to the fight. Best scenario: Rell is best with Graves into short-range brawlers, dive comps, and teams that must walk into your side to win. She makes the fight messy, and Graves likes messy fights when his team owns the center. Enemy answer: The enemy can kite backward before Rell reaches them, poke her down before the engage, or hold displacement for Graves after he follows. They can also ignore Rell’s tankiness and punish Graves the moment he enters. Failure risk and recovery: If Rell engages without follow-up range, the fight becomes a slow loss. Graves should recover by using Smoke Screen to break the enemy’s chase and hitting the closest threat while retreating. On the next attempt, stand closer before Rell starts or ping off until the wave position lets both champions enter together. 4. Lulu Synergy mechanism: Lulu turns Graves from a short-range burst marksman into a safer skirmisher. He still has to choose good entries, but shields, speed, and emergency peel let him spend dash aggressively more often without instantly getting punished. Combo: Graves should take a forward angle when Lulu can see him and has defensive tools ready. He dashes in for a high-damage trade, Smoke Screens the enemy response, and keeps moving sideways so Lulu can continue supporting him. If a diver jumps Graves, Lulu’s job is not to start a new fight elsewhere; she buys him the second he needs to reload, reposition, and fire back. Best scenario: Lulu is excellent when the enemy has assassins, reset fighters, or hard engage that normally punishes Graves for walking up. She is also strong when Graves is the main physical damage source and must stay alive through multiple waves of pressure. Enemy answer: Opponents may bait Lulu’s defensive tools with fake engages, then re-engage when Graves has no protection. They can also switch targets to Lulu first, forcing Graves to choose between peeling and dealing damage. Failure risk and recovery: The risk is overconfidence. Graves with Lulu support can still die if he dashes into five champions with no exit. If the first trade fails, back out immediately, let Lulu reset the spacing, and play the next few seconds defensively. Graves should farm damage on whoever crosses the line instead of chasing into darkness after a shielded trade ends. 5. Brand Synergy mechanism: Brand supplies heavy magic damage and punishes enemies who clump to avoid Graves angles. Graves pressures the front and side with physical burst, while Brand makes grouped enemies pay even before the hard engage begins. Combo: Brand should soften grouped targets and force them to spread or retreat. Graves uses that movement to pick the closest exposed target, then drops Smoke Screen to interrupt the enemy carry’s ability to trade back cleanly. If Brand lands crowd control or a big area damage window, Graves commits into the same zone instead of starting a separate duel on the edge. Best scenario: This duo is strongest into armor-stacking frontlines, melee-heavy comps, and teams that need to stand together to protect their carries. Brand pressures health bars early, then Graves finishes fights once enemies are too low to hold the line. Enemy answer: Enemies can outrange both with disciplined poke, dive Brand before he gets damage out, or spread wide so Brand and Graves cannot hit the same targets. If they force Graves to be the only engage, the synergy drops fast. Failure risk and recovery: The failure point is a team with damage but no start button. Brand and Graves can win trades, but they may struggle to force a clean fight if enemies refuse to walk in. Recover by playing around wave control and health leads: let Brand chip first, let Graves guard the side angle, and wait for an enemy to step up for minions before committing.

Draft note: Graves prefers one true engager, one source of magic damage, and one champion who can protect him after he dashes in. If the team already has heavy engage, add Lulu-style peel or Orianna-style control. If the team is all physical damage, prioritize Brand or another reliable magic threat. If the team is all poke with no frontline, Graves has to play like a counter-engage carry, saving dash and Smoke Screen for enemies who enter first rather than trying to start fights himself.

Graves ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityGraves is a short-range physical carry who pokes with Q, farms waves, and waits for enemy cooldowns before stepping forward safely.He becomes a burst bruiser-carry who proactively looks for side angles and punishes isolated targets with explosive skirmish power.Shift from reactive front-to-back damage to proactive burst entries that delete isolated targets.
Smoke Screen UsageSmoke Screen is often saved for divers or enemy carries stepping into range, and a bad cast creates only a small inconvenience.W is much more valuable because burst windows are shorter; drop it on champions who need vision to finish their combo.Use W to deny key damage moments during chaotic all-ins, not as random poke.
E Dash TimingE is used carefully because Graves has short range; dash sideways to dodge skillshots rather than only forward for damage.E becomes your permission button to start trades if augments support brawling, or saved to react after enemy engage tools miss.Treat E as a commitment tool when ahead, but save it to react against heavy burst.
Ultimate PriorityR is often used to finish low-health enemies or create distance after a risky trade has already concluded.R should still finish kills, but also protects your tempo; use knockback to break contact if a dive turns bad.Use R to protect your tempo and escape bad dives instead of greedily holding for executes.
Teamfight SpacingStay just behind your frontline, hit what is safe, and rarely be the first champion seen by the enemy engage.Stand wider and look for diagonal entries, forcing enemies to choose between facing your team or turning toward your shotgun damage.Use side space and diagonal angles to force enemies into losing choices.

Champion Analysis

Rola / Procent zwycięstw

Ranga

In Hextech Mayhem (ARAM) mode, Graves the Outlaw is a ranged-melee hybrid fighter with explosive burst damage and devastating close-range power. He functions as a melee fighter-ADC whose passive, New Destiny, converts his basic attacks into short-range shotgun blasts that fire multiple pellets, dealing full damage at close range with damage falling off at distance, making him ideally suited for close-quarters combat. His Q, End of the Line, is his core damage ability, firing a smoke canister that explodes upon hitting an enemy or reaching max range, dealing massive physical damage in a cone that is devastating in Hextech Mayhem’s confined spaces. His W, Smoke Screen, is his core crowd control tool, deploying a smoke grenade that denies vision to enemies inside, a blind effect extremely valuable for disrupting enemy abilities and protecting allies. His E, Quickdraw, provides a dash that resets his basic attack while granting bonus armor, giving him excellent mobility and survivability. His ultimate, Collateral Damage, fires a powerful explosive shell that deals massive physical damage and knocks back enemies in a cone. Graves’s combination of burst, crowd control, and mobility makes him a formidable fighter in Hextech Mayhem, allowing him to excel in the tight corridors of ARAM by leveraging his shotgun’s full damage up close, using Smoke Screen to blind opponents and block their vision, dashing in and out of fights with Quickdraw, and finishing off clusters of enemies with the wide cone of End of the Line or the knockback of Collateral Damage. Positioning is critical: Graves must remain at close range to maximize his pellet damage, but his dash and bonus armor give him the durability to survive extended skirmishes, while his vision denial provides unique utility that can turn teamfights by forcing enemies to reposition or miss skillshots. His playstyle rewards aggressive, frontline engagement rather than traditional ADC kiting, making him a versatile pick that can both burst squishy targets and pressure tankier foes, provided he manages his ammo cooldowns and dash resets effectively.

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Graves wins Mayhem fights by controlling short space, not by standing still and front-lining forever. Treat every trade as a small reposition puzzle: step up when your shells are ready, fire into a target that cannot freely answer, then use Quickdraw or Smoke Screen to break their return damage. Start fights from the side of your minion wave to get clear angles for basic attacks and End of the Line, rather than sitting behind the wave and losing damage into minions while the enemy hits you for free. Engage after an enemy key spell like a hook, stun, or knockup misses; dash forward with Quickdraw and fire immediately while the tool that would stop your follow-up is down. Use Smoke Screen before the enemy can focus you, not after you are already low, denying clean targeting and creating confusion during your entry. Do not force the first engage into five ready champions; let a real initiator create the first crowd control, then dash in as the enemy clumps or retreats. When melee champions dive too deep, hold your ground and punish them by kiting backward, reloading safely, and firing into the closest diver instead of chasing a low-health backliner through danger. Smoke Screen the second enemy entering the fight, as the follow-up mage or marksman often carries the real damage, and blinding their angle turns a clean enemy engage into a staggered fight. Save Quickdraw for delayed crowd control; dashing too early into roots, knockups, or walls makes you an easy target, so let the first spell show, sidestep or dash after it, then punish while they are committed. Collateral Damage works as a finisher or spacing tool; if a diver is about to reach you and you cannot safely reload, the knockback creates breathing room while threatening a kill. Retreat diagonally, not straight back down the lane, to avoid line skillshots and force enemies to choose between chasing you or walking into return fire. Reload before re-entering after a disengage, as walking back in with empty shots loses a fight you almost stabilized. Fight around lane edges to open your shot angle, because minions and tanks can body-block damage in the center. Do not stack directly on your backline; stay half a step ahead or to the side so you can intercept divers without dragging area damage onto your team. Use walls as threat, but avoid dashing into a wall pocket with no exit. Respect long-range poke before the wave meets; if the enemy controls the lane with artillery, let minions absorb pressure and look for Snowball or flank timing. Shoot the closest high-value target you can actually reach, as tunneling past tanks into a protected backline loses damage. Swap targets when a carry loses vision or mobility, and do not overvalue low-health targets behind the entire enemy team. Against heavy tanks, prioritize damage windows over ego duels. Use Snowball as a follow-up, not a blind opener, and only recast when your exit is already planned. Play around augments by grouping damage into one clean entry or keeping movement in reserve, adapting your fight pattern to what the augment rewards. Push hard when the enemy is missing poke tools, pull back after clearing if your team has no cooldowns ready, and freeze the pace when behind. Do not waste all damage on minions before a fight breaks out. Dive only after the enemy has been displaced or crowd controlled, let the tank take initial pressure, and cancel if the wave dies or your team hesitates.

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Graves wants short, controlled brawls, not endless front-to-back staring contests. His game plan revolves around burst windows, reload rhythm, and avoiding dashes forward without a reset plan. In Mayhem, augments can push him toward burst, sustained DPS, bruiser skirmishing, or ability spam, but the core remains: stand just behind the real engage, punish anyone who walks into range, and use Snowball or dash only when the fight is already messy enough that the enemy cannot instantly focus him. During levels 1 through 6, Graves should hold the line and trade in bursts. Position slightly behind the frontline or beside a sturdier bruiser, using minions, tanks, and brush edges to shorten angles before trading. Take quick trades when the enemy steps up for minions, relics, or poke angles, then back off before the enemy can answer. Wasting shots into a tank with full backup loses pressure, while saving burst for an overstepping squishy creates real kill threat. Early Snowball is mostly a threat tool; recast only when the team can follow immediately, the target has used a key escape, or the fight is happening in the middle of the lane so Graves can dash back toward safety after the burst. The first augment should decide how greedy he can play: damage or burst augments sharpen trades after allied crowd control, durability augments allow standing closer to the frontline, and mobility augments enable more frequent side angles while still respecting hard engage. Push when the team has lane control and the enemy has weak waveclear; stall when outranged or waiting for key ultimates, clearing just enough to protect the tower. If ahead, hold the middle of the lane and punish anyone trying to clear, saving Snowball for a champion who panics away from their team. If behind, stand farther back, clear waves safely, and trade only after the enemy spends crowd control on someone else. Before level 6, identify the enemy punish tools and force them out with movement and wave pressure, then fight after they miss or are used on the frontline. From levels 7 to 11, Graves plays around picks and messy skirmishes. Spacing still decides the fight; stand close enough to follow allied engage yet far enough not to be the first target. Trade harder once ultimates and stronger augments are online, softening the front line or punishing a mispositioned carry, then committing only after the enemy formation breaks. Mid game Snowball can start fights under clear conditions: use it on a low-mobility carry, an isolated mage, or a frontliner the team can instantly collapse on, and avoid recasting into targets beside heavy peel unless the team is already entering. Build fights around what augments actually reward—burst setups hide intent until an ally lands crowd control, repeated casting setups play longer fights around minion waves and the frontline’s body block, defensive tools allow baiting cooldowns if the escape path is clear. Push after winning a fight or forcing multiple enemies low; stall if the team is missing ultimates, a carry is dead, or the enemy has stronger long-range engage. When ahead, hold space near the wave, make squishies afraid to walk up, and collapse on anyone tagged, using the lead to take structures and deny healing pickups rather than chasing deep. When behind, play for counter-engage: let the enemy start into the tank or bruiser, then step forward after their first crowd control chain is used, killing the closest trapped target first and resetting the wave. Around level 11, track which enemy is carrying fights and adjust positioning and Snowball use accordingly.

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Graves the Outlaw thrives on short-range burst and punishing enemies who step into his threat zone, but his reload cycle and lack of sustained range make him vulnerable when he overextends or fights without a clear exit plan. When ahead, he should move to the front edge of his team’s threat range, control the middle of the lane, and deny enemy healing pickups while forcing opponents to answer his quick spell rotations and close-range autos. The key is to convert won fights into space rather than ego dives—pushing the wave but advancing only as far as his dash or Snowball exit plan allows. Smoke Screen should be saved to break the enemy’s clean engage by blinding the carry, diver, or control mage, not thrown randomly for poke. Graves wins by taking short trades around his reload cycle: fire, step back, reload safely, then re-enter. If he spends both shots and dashes forward without cover, the enemy can punish the reload window with crowd control or burst. Terrain and minion waves make his burst more reliable because enemies have fewer dodge paths. Snowball is a finisher when ahead, used on low-health or immobile targets, not a permission slip to dive into a fight the enemy can still win. Augment choices should protect the way he is winning—damage and penetration if he is bursting safely, or mobility and durability if the enemy still has dangerous engage. The biggest throw while ahead is chasing past the next enemy respawn wave; Graves is strongest when enemies walk into him, not when he sprints alone into fresh cooldowns. When behind, Graves must stop forcing front-to-back DPS checks and instead play around waveclear, Smoke Screen disruption, and burst windows on overstepping enemies. Farm the wave first when he cannot fight, and hold dash as a defensive tool until the enemy commits a key ability. Smoke Screen should slow the enemy’s snowball rather than start hopeless fights. He should look for punishment windows after the enemy spends mobility—wait for assassins to jump or bruisers to overextend, then move in with close-range burst. Snowball is used defensively or selectively, only recasting when the target is isolated or controlled. Augments should cover his current weakness: durability if he dies before dealing damage, mobility if he cannot reach targets, or consistency if his team lacks waveclear. He should not contest health pickups alone if the enemy controls the lane, and he must play near teammates who can lock down targets so his burst has someone to follow. Identifying the enemy’s throw pattern—overly aggressive dives or chases—and capitalizing on one shutdown can bring Graves back into the game, but only if he takes the guaranteed target and resets after a won defense rather than chasing into the enemy side with low health.

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Graves the Outlaw does not function like a standard marksman in ARAM: Mayhem. His shotgun fires a cone of pellets, must reload after two shells, and deals dramatically more damage at close range, making him a bruiser-style carry who thrives on space control rather than sustained long-range fire. Every part of his kit reinforces a high-risk, high-reward play pattern centered on punishing clumped enemies, managing cooldowns, and using terrain to amplify ability damage. His passive defines the entire game plan: short trades hit hard while long-range pokes are weak, and minions or frontline bodies block his pellets, so he must constantly reposition to find clean angles. His Q fires a shot that can return or detonate after hitting a wall, and the narrow ARAM corridor geometry makes wall Qs a devastating tool against stacked or retreating enemies. His W creates a smoke zone that denies vision, making it one of the most disruptive utility spells in the mode when dropped on enemy carries, dive paths, or retreat zones. His E is a dash that combines mobility with partial reload mechanics, allowing Graves to reposition for better shotgun angles, dodge key crowd control, or step into point-blank range after the enemy has already committed their spells. His R fires a long-range, penetrating shot that knocks him backward, serving as both a finisher and a spacing tool that can save him from divers or push him out of auto range if used carelessly. In Mayhem, fights erupt instantly and angles change constantly, so Graves must play proactively: trade around reloads, dash with a purpose, save W for critical moments, and never waste shells on minions before an engage. Every ability has clear counterplay—enemies can body-block, kite during reloads, dodge Q returns, leave smoke zones, or bait out E before punishing—and mismanaging any part of his kit can make Graves look useless. His leveling priority reflects this identity: Q is maxed first for reliable burst and wave control, E second for safer repositioning and uptime, and W last due to its utility scaling less with rank. When played correctly, Graves controls space through short-range burst, vision denial, and terrain play, turning every choke point and chaotic scramble into a potential kill zone.

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Graves is easy to make look useless in Mayhem if treated as a normal backline marksman. He wants short, violent trades, clean spacing, and patience around his reload rhythm. Most mistakes come from dashing in because a target looks low, firing into bad angles, or wasting defensive tools before the enemy has committed. Mechanically, dashing forward without a clear shot path burns mobility and lands Graves beside the frontline where he is punished. The correct habit is to hold the dash until a target steps into range, a crowd control spell misses, or the team fight starts, using it to create a firing angle. Fighting while ignoring the reload rhythm leaves Graves empty when the enemy turns; trades should be delivered in bursts—fire, reposition, wait for the next loaded shot, then step back in. If caught empty, move toward cover rather than panicking into the enemy. Smoke Screen is frequently used after the enemy has already engaged, turning it into late decoration. It should be dropped before the fight starts, between the engager and their follow-up or on a carry who needs vision. The ultimate, Collateral Damage, should not be held solely as a long-range execute. It is better used when the burst, finishing damage, or recoil will change the fight—to secure a kill, create distance from a diver, or punish clumped enemies. If whiffed, play immediately more conservatively. Standing directly behind the tank leads to blocked shots and predictable poke lines; offsetting slightly to the side provides protection while allowing better angles onto priority targets. Chaining every ability instantly at the start of a trade leaves no answer if the enemy survives. Staggering tools—using one spell to start or deny space, keeping dash or ultimate for the enemy response, and reloading while repositioning—controls the second half of a skirmish. Using Snowball or portal-style entry into five enemies without checking follow-up usually results in immediate death. Forced entry should only be used when the team is close enough to hit the same target or the enemy has spent key disengage. If a bad entry happens, the nearest escape route is the priority. Finally, aiming burst into shields, invulnerability, or defensive windows wastes high-impact damage. Waiting half a beat for the defensive spell to pass, or hitting the frontline during the immunity window and switching back when the carry is vulnerable, preserves the burst. Decision mistakes stem from playing Graves as the main backline DPS. Standing too far away loses short-range pressure and lets longer-range champions control every wave. Instead, the role should be decided from the enemy composition: play bruiser-style around carries against dive, or look for side angles and burst windows against immobile squishies. If the early approach feels useless, change role mid-game. Chasing low-health targets through the enemy team trades a life for a kill that may not matter; chase only when dash, ultimate, or team follow-up can finish cleanly. Ignoring wave control in favor of constant fighting leaves the team shoved under pressure; clearing the wave before the enemy engages resets the lane state and creates open space. Taking augments or items with no plan for entering fights results in damage that cannot be delivered or durability that is not used; the choice should match the actual game. Frontlining just because Graves feels tanky absorbs the first crowd control chain and loses shotgun pressure; he should be a second-line bruiser. Tunnel-visioning the enemy carry when a diver is the real threat collapses the own backline; in dive matchups, punish the champion entering Graves’ space first.

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Is Graves a frontliner or a backline carry in ARAM: Mayhem? Graves is best played as a short-range carry who can briefly frontline when his team is ready to follow. If you dash in before crowd control is used, you get punished because your damage range is shorter than most poke champions. Let tanks or engage augments start fights, then step forward when enemies are already committed. When should I pick Graves in Mayhem? Pick Graves when your team needs physical damage, skirmish power, and someone who can punish enemies walking too close. He feels better with allies that create space, force brawls, or lock targets in place. If your team is all short range with no engage, you may spend the game getting poked before you can shoot. What is Graves trying to do in fights? Graves wants to fight at the edge of danger, not from maximum distance and not in the middle of five enemies. Walk up when a target is controlled or distracted, use your burst, then reposition before their retaliation lands. The tradeoff is simple: you hit hard up close, but every bad step gives enemies a clean punish window.

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