Normal order: start Q, take W second, take E third, then max Q > W > E, putting points in R whenever possible.
N/A
elementy / Procent zwycięstw / Popularność
N/A
26.9N/A
- 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.
- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Cena łączna
- 3,100
- Cena
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
- 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.
- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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.
- Cena łączna
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Cena łączna
- 900
- Cena
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- 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.
N/Aelementy
- 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.
50.66%- 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.
52.77%- 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.
52.31%- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
55.85%- 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.
52.86%- Cena łączna
- 3,100
- Cena
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
50.38%- Cena łączna
- 900
- Cena
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
52.39%- 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.
51.91%- Cena łączna
- 1,000
- Cena
- 700
+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.
48.96%- Cena łączna
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
49.48%- 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.
51.50%- Cena łączna
- 2,700
- Cena
- 475
+55 Attack Damage 18 LethalityPreparationAfter being out of combat with Champions for 8 seconds gain Lethality. This Lethality lasts for 3 seconds after dealing damage to champions.ExtractionWhen a champion that you damaged within 3 seconds dies, gain 200 decaying Move Speed for 1.5 seconds.
50.02%N/A
- Cena łączna
- 350
- Cena
- 350
+10 Attack Damage
53.54%- 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.
53.54%- Cena łączna
- 1,050
- Cena
- 100
+20 Attack Damage +10 Ability Haste
49.56%- 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.
51.59%- Cena łączna
- 1,000
- Cena
- 300
+20 Attack Damage 10 Lethality
51.59%N/A
- Cena łączna
- 3,000
- Cena
- 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%.
- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Cena łączna
- 2,700
- Cena
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
- Cena łączna
- 3,100
- Cena
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Cena łączna
- 2,700
- Cena
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
- Cena łączna
- 3,000
- Cena
- 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%.
- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Cena łączna
- 2,800
- Cena
- 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.
N/Aelementy
- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
43.61%- Cena łączna
- 2,700
- Cena
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
46.54%- Cena łączna
- 3,000
- Cena
- 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%.
42.11%- Cena łączna
- 2,450
- Cena
- 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.
41.13%- Cena łączna
- 2,800
- Cena
- 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.
46.67%- Cena łączna
- 2,400
- Cena
- 300
+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.
47.62%- Cena łączna
- 3,100
- Cena
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
42.02%- Cena łączna
- 1,200
- Cena
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
50.46%- Cena łączna
- 3,100
- Cena
- 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).
47.17%- Cena łączna
- 2,900
- Cena
- 900
+350 Health +55 Armor +4% Move Speed Shipwrecker While moving, build up to 20 bonus Move Speed. Your next Attack discharges built up Move Speed to deal bonus physical damage. Unsinkable Reduce the effectiveness of Slows by 15%.
41.47%- Cena łączna
- 2,800
- Cena
- 750
+400 Health +55 Magic Resist +4% Move Speed Steadfast: Gain 70 Magic Resist and 6% bonus Move Speed after taking magic damage from Champions 8 times.
47.72%- Cena łączna
- 3,333
- Cena
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
43.62%N/A
- Cena łączna
- 900
- Cena
- 500
+350 Health
42.38%- Cena łączna
- 400
- Cena
- 400
+150 Health
42.38%- Cena łączna
- 950
- Cena
- 950
+150 Health Recovery: Restores +20 Health every 5 seconds.Undaunted: Blocks 15 damage from attacks and spells from champions (25% effectiveness vs. damage over time abilities).
45.50%- 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.
45.50%- Cena łączna
- 350
- Cena
- 350
+10 Attack Damage
43.85%- 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.
43.85%N/A
- 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.
- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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.
- 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.
- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Cena łączna
- 3,100
- Cena
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
- 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.
- Cena łączna
- 900
- Cena
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- 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.
N/Aelementy
- 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.
52.74%- 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.
49.72%- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
50.86%- Cena łączna
- 3,100
- Cena
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
50.17%- Cena łączna
- 2,700
- Cena
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
49.09%- Cena łączna
- 3,100
- Cena
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
51.64%- Cena łączna
- 900
- Cena
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
54.26%- Cena łączna
- 1,200
- Cena
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
43.09%- Cena łączna
- 3,100
- Cena
- 825
+65 Attack Damage +5% Omnivamp 20% Tenacity Famine Gain Ability Haste based on your Bonus AD. Feast When a champion that you damaged recently dies, gain Omnivamp for a moderate duration.
61.40%- Cena łączna
- 1,000
- Cena
- 700
+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.
49.09%- Cena łączna
- 3,300
- Cena
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
51.38%- Cena łączna
- 3,333
- Cena
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
44.15%N/A
- Cena łączna
- 350
- Cena
- 350
+10 Attack Damage
53.76%- 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.
53.76%- Cena łączna
- 1,050
- Cena
- 100
+20 Attack Damage +10 Ability Haste
45.01%- Cena łączna
- 950
- Cena
- 950
+150 Health Recovery: Restores +20 Health every 5 seconds.Undaunted: Blocks 15 damage from attacks and spells from champions (25% effectiveness vs. damage over time abilities).
49.18%- 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.
49.18%N/A
- Cena łączna
- 3,100
- Cena
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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.
- 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.
- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Cena łączna
- 3,100
- Cena
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
- Cena łączna
- 3,100
- Cena
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Cena łączna
- 3,100
- Cena
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
N/Aelementy
- Cena łączna
- 3,100
- Cena
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
52.66%- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
52.66%- Cena łączna
- 3,300
- Cena
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
52.73%- Cena łączna
- 3,100
- Cena
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
50.60%- 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.
53.57%- Cena łączna
- 2,700
- Cena
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
52.37%- 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.
50.08%- Cena łączna
- 3,000
- Cena
- 225
+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.
53.73%- Cena łączna
- 1,200
- Cena
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
49.61%- Cena łączna
- 3,333
- Cena
- 133
+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.
53.18%- Cena łączna
- 900
- Cena
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
54.21%- Cena łączna
- 1,000
- Cena
- 700
+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.
51.86%N/A
- Cena łączna
- 350
- Cena
- 350
+10 Attack Damage
51.77%- 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.
51.77%- Cena łączna
- 1,050
- Cena
- 100
+20 Attack Damage +10 Ability Haste
49.79%- Cena łączna
- 950
- Cena
- 950
+150 Health Recovery: Restores +20 Health every 5 seconds.Undaunted: Blocks 15 damage from attacks and spells from champions (25% effectiveness vs. damage over time abilities).
50.38%- 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.
50.38%Ulepszenia
Ulepszenia / Procent zwycięstw
| Nazwa | Rzadkość | Tier | Pick rate | Gry | |
|---|---|---|---|---|---|
Wybierz Transmute: Prismatic, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 58.02% | 7.58% | 917 |
Wybierz Shrink Engine, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 57.11% | 7.21% | 872 |
Wybierz Mad Scientist, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 54.57% | 5.15% | 623 |
Wybierz Overflow, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 54.31% | 8.54% | 1,033 |
Wybierz Final Form, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 54.29% | 5.68% | 687 |
Wybierz Rabble Rousing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 54.15% | 15.82% | 1,915 |
Wybierz Get Excited, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 53.38% | 8.31% | 1,006 |
Wybierz Mystic Punch, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 53.26% | 9.39% | 1,136 |
Wybierz Speed Demon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 53.19% | 8.42% | 1,019 |
Wybierz Bread And Butter, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 53.07% | 6.20% | 750 |
Wybierz Ethereal Weapon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 52.70% | 4.89% | 592 |
Wybierz Vampirism, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 52.48% | 18.97% | 2,296 |
Wybierz Goredrink, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 52.34% | 9.19% | 1,112 |
Wybierz Upgrade Hubris, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 51.46% | 11.06% | 1,339 |
Wybierz Weighted Popoffs, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 51.42% | 7.87% | 953 |
Wybierz Executioner, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 51.31% | 6.33% | 766 |
Wybierz Slap Around, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 51.23% | 7.71% | 933 |
Wybierz Dropkick, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 51.05% | 7.09% | 858 |
Wybierz Goliath, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 49.92% | 5.35% | 647 |
Wybierz Critical Healing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 49.53% | 11.41% | 1,381 |
Wybierz Perseverance, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 48.51% | 6.08% | 736 |
Wybierz Tank Engine, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 47.66% | 9.35% | 1,131 |
Wybierz Soul Eater, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 47.12% | 6.17% | 747 |
Wybierz Jeweled Gauntlet, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 46.22% | 4.81% | 582 |
Wybierz Quest: Steel Your Heart, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 43.64% | 6.63% | 802 |
Wybierz Transmute: Chaos, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 65.95% | 2.69% | 326 |
Wybierz Transmute: Gold, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 64.02% | 3.54% | 428 |
Wybierz Red Envelopes, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 61.57% | 2.00% | 242 |
Wybierz Infinite Recursion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 61.47% | 2.81% | 340 |
Wybierz Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 61.09% | 2.27% | 275 |
Wybierz Stats on Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 61.01% | 3.75% | 454 |
Wybierz Mind to Matter, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 60.64% | 2.06% | 249 |
Wybierz Ultimate Awakening, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 60.20% | 2.47% | 299 |
Wybierz Ocean Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 59.07% | 2.14% | 259 |
Wybierz Buff Buddies, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 59.01% | 1.83% | 222 |
Wybierz Restless Restoration, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 55.82% | 2.06% | 249 |
Wybierz Pandora's Box, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 54.95% | 1.83% | 222 |
Wybierz Quest: Icathia's Fall, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 54.85% | 1.96% | 237 |
Wybierz Leg Day, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 54.45% | 2.32% | 281 |
Wybierz EscAPADe, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 53.85% | 2.58% | 312 |
Wybierz Blunt Force, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 53.77% | 1.75% | 212 |
Wybierz Erosion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 53.23% | 2.56% | 310 |
Wybierz Don't Blink, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 53.00% | 1.79% | 217 |
Wybierz Spiritual Purification, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 52.09% | 2.17% | 263 |
Wybierz Prom Queen, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 51.76% | 2.11% | 255 |
Wybierz Snowball Upgrade, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 51.60% | 1.81% | 219 |
Wybierz Wind Beneath Blade, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 51.55% | 2.13% | 258 |
Wybierz Self Destruct, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 51.45% | 2.28% | 276 |
Wybierz Recursion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 50.52% | 3.96% | 479 |
Wybierz Spin To Win, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 49.69% | 3.94% | 477 |
Wybierz Thread the Needle, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 49.48% | 3.96% | 479 |
Wybierz Frost Wraith, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 49.39% | 2.02% | 245 |
Wybierz Infernal Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 48.51% | 2.21% | 268 |
Wybierz Celestial Body, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 47.94% | 3.81% | 461 |
Wybierz Demon's Dance, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 47.76% | 3.51% | 425 |
Wybierz Slow Cooker, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 47.39% | 2.37% | 287 |
Wybierz The Brutalizer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 46.83% | 3.12% | 378 |
Wybierz King Me, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 46.79% | 2.31% | 280 |
Wybierz Bread And Jam, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 46.34% | 1.69% | 205 |
Wybierz With Haste, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 46.23% | 2.63% | 318 |
Wybierz First-Aid Kit, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 45.65% | 3.89% | 471 |
Wybierz Symphony of War, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 45.52% | 2.31% | 279 |
Wybierz Heavy Hitter, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 45.51% | 2.85% | 345 |
Wybierz Apex Inventor, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 44.55% | 1.82% | 220 |
Wybierz Tap Dancer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 44.15% | 3.11% | 376 |
Wybierz Infernal Conduit, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 72.16% | 1.45% | 176 |
Wybierz Donation, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 59.34% | 1.50% | 182 |
Wybierz Mad Scientist, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 59.06% | 1.05% | 127 |
Wybierz Dive Bomber, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 57.59% | 1.31% | 158 |
Wybierz Back to Basics, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 56.29% | 1.25% | 151 |
Wybierz Stats on Stats on Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 56.29% | 1.25% | 151 |
Wybierz Escape Plan, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 54.05% | 1.53% | 185 |
Wybierz Nightstalking, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 53.61% | 1.37% | 166 |
Wybierz Impassable, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 53.37% | 1.35% | 163 |
Wybierz Giant Slayer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 53.21% | 1.29% | 156 |
Wybierz Guilty Pleasure, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 53.17% | 1.04% | 126 |
Wybierz Divine Intervention, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 52.76% | 1.64% | 199 |
Wybierz Juiced, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 52.03% | 1.02% | 123 |
Wybierz Gash, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 51.67% | 0.99% | 120 |
Wybierz Homeguard, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 51.66% | 1.25% | 151 |
Wybierz Ultimate Revolution, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 51.16% | 1.07% | 129 |
Wybierz Ultimate Unstoppable, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 50.00% | 1.04% | 126 |
Wybierz Upgrade Thornmail, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 50.00% | 0.91% | 110 |
Wybierz Pinball, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 49.72% | 1.48% | 179 |
Wybierz Quantum Computing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 49.66% | 1.21% | 147 |
Wybierz OK Boomerang, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 49.54% | 0.90% | 109 |
Wybierz Kill Secured, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 49.36% | 1.29% | 156 |
Wybierz Shadow Runner, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 48.65% | 0.92% | 111 |
Wybierz It's Critical, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 48.41% | 1.30% | 157 |
Wybierz Soul Siphon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 47.98% | 1.43% | 173 |
Wybierz Protein Shake, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 47.89% | 1.57% | 190 |
Wybierz Windspeaker's Blessing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 47.24% | 1.35% | 163 |
Wybierz Courage of the Colossus, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 47.15% | 1.02% | 123 |
Wybierz Mountain Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 47.01% | 0.97% | 117 |
Wybierz Growth Spurt, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 46.88% | 1.32% | 160 |
Wybierz Blade Waltz, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 46.58% | 1.21% | 146 |
Wybierz Cheating, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 46.30% | 0.89% | 108 |
Wybierz Snowball Roulette, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 46.15% | 1.50% | 182 |
Wybierz Vulnerability, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 46.05% | 1.26% | 152 |
Wybierz Slow and Steady, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 45.98% | 1.44% | 174 |
Wybierz Upgrade Immolate, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 45.77% | 1.17% | 142 |
Wybierz Holy Fire, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 45.68% | 1.34% | 162 |
Wybierz Biggest Snowball Ever, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 44.03% | 1.31% | 159 |
Wybierz Dawnbringer's Resolve, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 41.79% | 1.11% | 134 |
Wybierz Tank It Or Leave It, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 62.75% | 0.84% | 102 |
Wybierz From Beginning to End, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 60.00% | 0.54% | 65 |
Wybierz Magic Missile, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 58.23% | 0.65% | 79 |
Wybierz Quest: Urf's Champion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 56.25% | 0.66% | 80 |
Wybierz Mighty Shield, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 55.74% | 0.50% | 61 |
Wybierz Double Tap, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 55.17% | 0.48% | 58 |
Wybierz Nightstalking, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 54.39% | 0.47% | 57 |
Wybierz Poro King, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 53.57% | 0.69% | 84 |
Wybierz Omni Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 53.23% | 0.51% | 62 |
Wybierz Purist - Caster, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 53.00% | 0.83% | 100 |
Wybierz Little Devil, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 51.90% | 0.65% | 79 |
Wybierz Poltergeist, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 51.79% | 0.46% | 56 |
Wybierz Poro Blaster, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 50.68% | 0.60% | 73 |
Wybierz Fey Magic, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 49.21% | 0.52% | 63 |
Wybierz It's Killing Time, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 48.89% | 0.74% | 90 |
Wybierz Dashing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 48.00% | 0.62% | 75 |
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Hecarim Skill Combos
Extracted from the skill order guide
If your augments heavily reward movement speed, first contact, collision plays, or pick creation: you can consider Q > E > W.
Normal order: start Q, take W second, take E third, then max Q > W > E, putting points in R whenever possible.
Hecarim Counters
Counters and threats extracted from the matchup guide
Counters
12Hecarim counters these champions in ARAM: Mayhem.
Read counter detailsHecarim Team Comp Highlights
Partner patterns extracted from the team comp guide
Highest Value Enabler
Zilean gives Hecarim the two things he loves most: speed to find the angle and a safety net if the dive goes too deep. When Hecarim can enter first without instantly losing the fight on death, he becomes much harder to punish.
Best Wombo And Ball Delivery
Orianna turns Hecarim’s dive path into a delivery system. Hecarim forces enemies to clump or run, and Orianna punishes either choice with shielded follow-up and a large area threat.
Safest Carry-dive Support
Lulu makes Hecarim harder to burst and harder to kite. Her shields, speed, and anti-burst tools let him stay in melee long enough for repeated damage and disruption instead of being a one-and-done engage piece.
Strongest Teamfight Layering
Seraphine gives Hecarim a cleaner runway with wave control, shields, and long-range crowd control. Hecarim creates panic in the middle of the enemy team, and Seraphine punishes the straight-line movement that follows.
Best Damage Payoff From Hecarim Disruption
Miss Fortune does not help Hecarim enter as much as the supports do, but she gives huge payoff when he makes enemies panic, clump, or run through a narrow space. Hecarim’s job is to force the enemy team to choose between peeling him and escaping her damage.
Hecarim ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Hecarim is a bruiser engager or follow-up diver who wants teammates to start or enemies to waste key crowd control before he commits to a fight. | He becomes a tempo driver who repeatedly threatens carries, splits enemy formations, and forces cooldowns early rather than waiting for perfect engage angles. | Shift from waiting for clean engages to creating repeated pressure and forcing enemy cooldowns throughout fights. |
| Engage Patience | He often holds engage until enemies overextend or carries walk into Snowball range, since he does not get endless clean attempts. | He can cast and fight more often, but using every speed tool just to reach enemies leaves no way to reposition after crowd control stops him. | Fight more often but save repositioning tools; arriving with no exit plan still gets punished. |
| W Timing | W is often used as Hecarim commits so he can survive the first burst of damage from the enemy team. | Fights are longer and messier, so avoid pressing W too early while walking in; use it when damage is actually being exchanged. | Activate W during active damage exchange, not before contact, or enemies can kite and wait it out. |
| Snowball Discipline | Snowball is often the safest way to start without spending everything; mark a target, wait to see if team can follow, then decide. | Snowball is more flexible but dangerous; check if team can hit, target has used escape, and you have a way out before taking it. | Do not take every Snowball mark just because Mayhem rewards action; bad isolated dives still end badly. |
| Ultimate Usage | Using R too early can leave Hecarim stranded, so it must be saved for the right moment to cross dangerous space or disrupt priority targets. | R should break counter-engage, dodge decisive responses, or re-enter after peel rather than being thrown out as a simple entry animation. | Save R to cross danger, dodge key responses, or re-enter fights rather than opening with it blindly. |
| Build Adaptation | Hecarim needs a practical balance between damage, health, resistances, and healing value to function without evaporating before dealing damage. | Augments change build needs; durability augments let you build pressure, while damage augments require defensive items to survive contact. | Match item choices to augment plan rather than following a fixed normal ARAM template. |
Champion Analysis
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In Hextech Mayhem (ARAM) mode, Hecarim the Shadow of War functions as a melee fighter-tank defined by extraordinary mobility and devastating AoE damage capability. His core identity centers on speed as both a defensive and offensive mechanic, with his passive Warpath converting bonus movement speed directly into bonus attack damage. This creates a unique synergy where Hecarim becomes more dangerous the faster he moves, rewarding aggressive positioning and momentum-based gameplay. Hecarim's primary damage pattern revolves around his Q, Rampage, which deals AoE physical damage to nearby enemies while granting cooldown reduction when striking champions. This mechanic enables excellent sustained damage output in the close-quarters team fighting environment of Hextech Mayhem, allowing Hecarim to maintain pressure through repeated casts during extended engagements. His W, Spirit of Dread, complements this sustained fighting style by dealing magic damage to nearby enemies while healing Hecarim based on damage dealt, providing strong sustainability that keeps him effective throughout prolonged team fights. His E, Devastating Charge, serves as his primary mobility and engagement tool, granting massive movement speed toward enemies while empowering his next attack to knock targets back. This ability gives Hecarim outstanding engage potential, allowing him to close distances rapidly and disrupt enemy formations. His ultimate, Onslaught of Shadows, functions as his signature disruption ability by summoning a ghostly wave that fears enemies across a large area, causing them to flee. This ability excels at disrupting enemy positioning and creating chaos in the confined ARAM lane, where enemies have limited escape routes. Strategically, Hecarim combines the durability of a tank with the damage output of a fighter, making him effective at initiating fights, sustaining through enemy damage, and dealing consistent AoE damage to grouped opponents. His mobility allows him to engage from unexpected angles, while his fear ultimate can scatter enemy teams and create openings for his allies. The knockback from his empowered E attack adds further displacement utility, giving him multiple tools to control enemy positioning. Hecarim's combination of mobility, AoE damage, and tankiness establishes him as a devastating all-around fighter in Hextech Mayhem, capable of leading engagements, surviving sustained damage, and punishing enemies who cluster together.
Kluczowe porady
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Hecarim wins Mayhem fights by choosing the angle, not by running straight through five champions. In the narrow ARAM lane, obvious engages are easily punished. Use the side brush, minion wave, and Snowball threat to make enemy carries step sideways first, then commit when their peel is separated from their damage. Starting from the middle of the lane with no cover usually results in spending speed just reaching the target and dying before damage matters. Start fights after someone uses their stop button. When the enemy support uses a knockback, bind, stun, silence, or displacement on your frontline, that is the cleanest window. Hecarim hates being stopped during the charge. Enter from an angle rather than the front line, since a straight engage lets enemies stack skillshots on the same path. Do not burn everything to touch the first target. If Snowball, movement speed, charge, and ultimate are all needed just to reach a tank, the engage is bad. Save at least one tool for the second movement to chase or escape. Use fear to break formation. The best ultimate is not always the one hitting the most people. A cast that fears the carry away from their enchanter or pushes damage dealers in opposite directions often wins harder than a five-man dive that leaves Hecarim trapped with no follow-up. For counter-engage, let impatient enemies cross the midpoint first. Hecarim excels when enemies dash into your team and lose their escape path. Hold charge until their diver lands, then run past to hit the backline. Peel with threat by standing between assassins and their exit route, forcing them to choose between finishing the kill or dying without a reset. Plan the exit before entry. Before diving, check health relics, minion waves, and backline position. If all three are behind the enemy team, the engage is just donating shutdown gold. After burst, curve out diagonally toward walls or brush rather than walking backward through skillshots. Use sustain windows only when damage is actually happening, not while kiting away. Do not stand shoulder-to-shoulder with your tank before fights, as stacking lets poke hit both and eliminates engage angles. Respect layered crowd control in the lane center, crossing with purpose using Snowball or ultimate. Use minions to hide movement but avoid getting stuck behind them. Primary targets are immobile damage dealers and fragile enchanters. Do not tunnel the lowest-health champion if they are deep under turret. When behind, hit whoever is overextended first to force numbers advantage rather than chasing fed carries through their team. Throw Snowball when enemies are busy dodging something else. Do not always recast instantly, as taking it immediately can put Hecarim into traps. Use Snowball as a bridge, not a replacement for good pathing. Read augments around the actions they reward and do not let them bait into bad target selection. Push when engage is available and pull back when key tools are down. Dive only when the victim cannot stall, entering after the wave reaches turret. Leave as soon as the kill condition is gone. When behind, stop starting hero fights and instead absorb pressure, clear waves safely, and punish overextension. Build fights around allied damage rather than pride. The clean pattern is pressure from the side, wait for peel to be spent, hit targets your team can reach, then curve out before the collapse.
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Hecarim wants controlled chaos. He is not a front-to-back wall that stands still, nor a poke champion that wins by waiting. His best fights start from fog, side angles, or a minion-wave gap where he can enter fast, hit the backline, and keep moving instead of getting pinned in the center of the bridge. In Mayhem, the extra power from augments usually makes both engages and punish windows sharper, so play around the moment mobility, sustain, and defensive tools line up. During early levels 1-6, start slightly off-center near the side wall or just behind frontline minions to threaten short burst trades without eating every poke spell first. Let the wave absorb skillshots, then step up when those spells miss. Take quick trades, then leave. Hecarim is much better when he swings through the fight and resets his position than when walking forward slowly into five champions. Look for enemies who used their main poke or control spell on the wave, go in, hit the nearest safe target, and pull back before the enemy team can layer crowd control. Early Snowball is a threat tool, not an obligation. Throw it at a backliner only if the team can follow or the target is already low enough that entry creates a kill. If Snowball hits a tank in the middle of the enemy team, think twice before taking it, as a bad second cast puts you behind their frontline with no exit. At mid levels 7-11, Hecarim becomes much more threatening. Play from angles whenever the wave is neutral or pushing toward the enemy. If standing directly in lane, the enemy can mark the engage and pre-cast control. Trades should now be tied to enemy cooldowns and ally readiness. Engage when the enemy has used displacement, root, stun, silence, or heavy slow, or when team burst is in range. Snowball becomes a fight selector for bypassing frontline when a carry is exposed. If the team is clearing the wave or backing up, do not take a hit Snowball. The best Hecarim players leave bad marks unused. Late game punishes lazy engages. Death timers are long, damage is high, and Mayhem augments can turn one mistake into a lost push. Stand out of direct vision when possible and make the enemy team walk into uncertainty. Stop taking small health-loss trades unless they lead to a real fight. Late Snowball should either start a winning fight, finish a key target, or force a major defensive reaction. Throwing it randomly gives the enemy information. If ahead late, force the enemy to answer waves under pressure, then engage the moment one player steps too far forward. The goal is not always a flashy backline dive; sometimes the winning play is deleting the enemy frontline first. When behind late, look for one clean punish instead of a miracle five-man dive. Hide the angle, wait for the enemy to split around the wave, and attack the player the team can actually kill. The main rule is that Hecarim wins when he chooses the entry and keeps the fight moving. Charging straight down the lane into prepared control makes the enemy game easy. Holding a side angle, tracking punish tools, and using Snowball plus augments to enter on your terms turns every wave into a real threat.
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Hecarim the Shadow of War excels at converting advantages into controlled pressure rather than reckless dives. When ahead, his primary strength lies in threatening angles that force enemies to respect his engage range, allowing his team to secure bushes, healing packs, and wave priority. He should start engages from the side rather than charging directly through the enemy front line, as good opponents will save crowd control for his exit and punish him after his initial burst. A clean pick creates opportunities for chained fights and wave control, but chasing carries through multiple defenders after they escape represents a major throw risk. His ultimate becomes a powerful tool for splitting enemy backlines from their frontlines, though he must wait for allies to position before committing. Hecarim can also bait enemy cooldowns by threatening charges without fully committing, then re-engaging once opponents have wasted their key spells. Even while ahead, he should prioritize peeling for fed carries when facing assassins or hard engage, rather than abandoning teammates to chase low-health targets. Movement speed augments should create cleaner engage angles rather than deeper overextensions, while durability augments cover his vulnerability to focused fire after committing. Damage augments tempt tunnel vision but work best against targets with no remaining escape options. When behind, Hecarim must shift from backline diving to controlled disruption and peel. He should clear safely, protect waveclearing teammates, and wait for enemies to waste cooldowns before looking for openings. Punishing overextended frontlines and counter-engaging enemy divers becomes more valuable than desperate attempts to reach carries. His ultimate serves as a fight breaker rather than an engage tool, separating damage dealers from their follow-up. Behind-state Hecarim must avoid engaging from center lane into five ready champions without side angles, ally support, or missed enemy spells. Trading his life for low-value targets rarely produces comebacks unless it immediately stops a push. When facing multiple hard crowd control options, he must count spells before committing and hover threateningly until enemies miss or use their tools on teammates. Repeated small trades using sustain augments can bait impatient enemies into mistakes, while mobility augments provide escape angles and repositioning after baiting cooldowns.
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Hecarim the Shadow of War functions in ARAM: Mayhem as a tempo bruiser who wins by entering fights with speed, maintaining movement throughout the engagement, and transforming messy skirmishes into extended chases. He is not a straightforward front-to-back tank, and his value drops significantly if he wastes his first engage. Every spell should be treated as part of one continuous movement chain: speed generates threat, threat forces flashes or peel, and follow-up damage only matters if Hecarim stays close enough to keep attacking. His passive, Warpath, converts bonus movement speed into offensive value. Movement is not merely mobility for Hecarim; it is integral to his damage pattern. Mayhem fights often break into repeated re-engages, resets, and side chases, which suits his style. Passive threat is highest when movement is stacked before contact, with a typical pattern involving building speed, entering with E or Snowball, keeping Q running during collision, and using W while enemies are forced to fight within range. Enemies punish Warpath by slowing Hecarim, grounding his engage route with zones, or forcing him to start from too close without time to accelerate. Q serves as Hecarim's main repeat damage tool, hitting around him and rewarding sustained melee presence. In Mayhem, enemies often clump around minion waves and narrow retreat lines, making Q excellent when Hecarim can stand inside multiple bodies after R or E disrupts their formation. Q is centered on Hecarim, so positioning matters more than aiming. Enemies counter Q by kiting outside his circle, using slows after entry, or forcing him to choose between chasing a carry and staying near the frontline. W creates a damaging area around Hecarim and provides durability through fighting. It functions as a "stay in" button rather than something to casually press while approaching. W is strongest when Hecarim is already in the middle of enemies or about to be. Activating it too early while still outside contact gives enemies a clear window to disengage and wait it out. If W is down, Hecarim becomes much easier to burst during his next engage. E grants ramping movement speed and empowers his next attack to knock the target back, serving as his most important non-ultimate engage and pick tool. The narrow ARAM lane makes E threatening because enemies have limited space to dodge his run-up. The direction of impact matters: striking from the front may knock a carry toward safety, while approaching from behind or the side can push them toward Hecarim's team. A missed or poorly angled E represents one of Hecarim's biggest punish windows. R is Hecarim's long-range commitment tool, damaging enemies in its path and fearing those near the impact area. It provides backline access and a way to break defensive formations. R is strongest when hitting a clumped team or punishing enemies trapped by the lane geometry. The fear effect near the arrival area is the real fight winner, so Hecarim should aim for where priority targets must move rather than where they are standing at the start. If R is down, Hecarim loses his most reliable way to reach protected targets, and the enemy backline can play farther forward with less risk.
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Hecarim the Shadow of War performs best when entering fights with speed, targeting correctly, and maintaining movement throughout engagements rather than standing still like a directionless brawler. Most unsuccessful Hecarim games stem from two fundamental issues: poor execution on initial contact or forcing fights before teammates can properly follow up. Mechanical mistakes frequently undermine Hecarim's effectiveness. Charging straight in with Devastating Charge and targeting the first available champion often results in knocking a tank or bait target forward, wasting the strongest engage angle, and becoming surrounded with no escape route. The correct approach involves starting charges from side angles, aiming past the frontline, and using knockback to push carries toward allies or away from safety. Using Onslaught of Shadows as a panic engage at maximum range causes Hecarim to arrive before his team, fearing targets in unpunishable directions while burning his best escape simultaneously. This ability works best for breaking key backline positions, dodging crowd control, or finishing fights after allies are positioned to follow. Standing still while mashing Rampage eliminates the movement-based pressure that makes Hecarim dangerous, leaving him vulnerable to every skillshot and turning sustained damage into a slow death. Players should weave movement between casts, circle targets, and keep positioned toward either a carry or an exit. Activating Spirit of Dread after enemy damage has already landed misses the value of staying healthy during initial burst. This ability should cover the dangerous portion of dives, not the retreat phase at low health. Using Snowball blindly as a second engage without checking landing positions delivers Hecarim directly into exhausts, roots, traps, or five-player collapses, often forcing defensive ultimate usage just to survive. Buffering charges into obvious displacement or hard crowd control stops engages before impact, wastes speed windows, and grants enemies free punishment opportunities. Decision mistakes prove equally costly. Starting fights while the backline clears waves or recovers from poke creates beautiful engages that no one can damage, leading to enemy retaliation once movement burst ends. Hecarim functions as an initiator requiring team follow-up, not a solo delivery service. Building and playing like a pure carry against heavy crowd control and burst results in exploding before repeated damage matters, making every engage a one-way trip. Ignoring enemy anti-engage champions because of perceived speed leads to running directly into knockbacks, polymorphs, suppressions, silences, or layered slows, becoming predictable and easily peeled. Diving past fed bruisers or assassins to reach slightly weaker marksmen allows the real threat to kill allies while Hecarim chases protected targets, removing his own peel from the fight. Taking every visible low-health chase after won skirmishes runs Hecarim into respawns, traps, or fresh cooldowns, surrendering shutdown value and losing earned lane tempo. Fighting in narrow zones against enemies with stronger area control funnels teams into damage and eliminates the space Hecarim needs to flank, circle, or choose targets effectively. The disciplined Hecarim pattern remains straightforward: enter from an angle, move the right target, survive the first punish, then keep running the fight instead of standing in it. When mistakes occur, recovery involves cutting fights short, protecting exits, and waiting for genuine openings rather than forcing desperate extensions.
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Hecarim
Is Hecarim a main engage champion in ARAM: Mayhem? Yes, Hecarim can start fights, but he is best when the enemy team has already stepped forward or used key peel. If you charge in first with no follow-up, you often get stunned, kited, and burned down before your healing matters. Ping your angle, enter from the side when possible, and force the enemy backline to split instead of diving straight through the whole team. When should I use Snowball on Hecarim? Use Snowball when it gives you a clean backline entry or a way to follow a low-health target after they flash or dash away. If the mark lands on a tank standing in front of four teammates, taking it can trap you in the worst part of the fight. Hold the second cast until your team is close enough to punish the collapse. Should Hecarim build full damage or tankier in Mayhem? Build more damage when your team already has frontline and the enemy carries are vulnerable to fast dives. Build tankier when you are the only champion who can enter first, because surviving the counter-CC matters more than one burst combo. The tradeoff is simple: damage Hecarim ends fights faster, tank Hecarim gets more chances to start them.
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