ARAM Mayhem Rankingi ARAM / buildy / ulepszenia
Szczegóły bohatera T1 Ranga #28

Singed build ARAM Mayhem i najlepsze ulepszenia

Singed jest obecnie sklasyfikowany jako T1 w danych ARAM Mayhem.

Singed Singed the Mad Chemist Wojownik / Tank / Mag
TierT1
Ranga#28
Win rate52.96%
Pick rate0.68%

N/A

elementy / Procent zwycięstw / Popularność

Dane patcha

N/A

26.9

N/A

#1
Rod of Ages Rod of Ages Rod of Ages
Cena łączna
2,600
Cena
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

Boots of Swiftness Boots of Swiftness Boots of Swiftness
Cena łączna
1,000
Cena
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Cena łączna
2,600
Cena
450

+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.

Win rate51.96%
Pick rate10.30%
#2
Liandry's Torment Liandry's Torment Liandry's Torment
Cena łączna
3,000
Cena
800

+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

Boots of Swiftness Boots of Swiftness Boots of Swiftness
Cena łączna
1,000
Cena
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Cena łączna
2,600
Cena
450

+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.

Win rate51.62%
Pick rate8.07%
#3
Rod of Ages Rod of Ages Rod of Ages
Cena łączna
2,600
Cena
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Cena łączna
2,600
Cena
450

+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.

Win rate51.95%
Pick rate7.92%

N/Aelementy

Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Cena łączna
2,600
Cena
450

+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.

52.86%
Liandry's Torment Liandry's Torment Liandry's Torment
Cena łączna
3,000
Cena
800

+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

53.19%
Rod of Ages Rod of Ages Rod of Ages
Cena łączna
2,600
Cena
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

52.02%
Boots of Swiftness Boots of Swiftness Boots of Swiftness
Cena łączna
1,000
Cena
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

52.32%
Dead Man's Plate Dead Man's Plate Dead Man's Plate
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%.

49.32%
Force of Nature Force of Nature Force of Nature
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.

52.98%
Mercury's Treads Mercury's Treads Mercury's Treads
Cena łączna
1,250
Cena
550

+20 Magic Resist +45 Move Speed 30% Tenacity

52.77%
Riftmaker Riftmaker Riftmaker
Cena łączna
3,100
Cena
950

+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.

55.04%
Winter's Approach Winter's Approach Winter's Approach
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.

56.00%
Warmog's Armor Warmog's Armor Warmog's Armor
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).

52.75%
Thornmail Thornmail Thornmail
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.

44.67%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Cena łączna
3,200
Cena
650

+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.

51.05%

N/A

Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Cena łączna
1,300
Cena
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

51.74%
Health Potion Health Potion Health Potion
Cena łączna
50
Cena
50

Consume Restores +120 Health over 15 seconds.

53.87%
Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Cena łączna
1,300
Cena
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

53.87%
Haunting Guise Haunting Guise Haunting Guise
Cena łączna
1,300
Cena
500

+30 Ability Power +200 Health Madness For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

60.00%

N/A

#1
Rod of Ages Rod of Ages Rod of Ages
Cena łączna
2,600
Cena
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Force of Nature Force of Nature Force of Nature
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.

Win rate51.43%
Pick rate4.94%
#2
Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Cena łączna
2,600
Cena
450

+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Winter's Approach Winter's Approach Winter's Approach
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.

Win rate54.87%
Pick rate2.97%
#3
Liandry's Torment Liandry's Torment Liandry's Torment
Cena łączna
3,000
Cena
800

+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Force of Nature Force of Nature Force of Nature
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.

Win rate56.35%
Pick rate2.86%

N/Aelementy

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

+20 Magic Resist +45 Move Speed 30% Tenacity

50.03%
Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Cena łączna
2,600
Cena
450

+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.

53.40%
Force of Nature Force of Nature Force of Nature
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.

48.85%
Dead Man's Plate Dead Man's Plate Dead Man's Plate
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%.

48.52%
Winter's Approach Winter's Approach Winter's Approach
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.

49.88%
Boots of Swiftness Boots of Swiftness Boots of Swiftness
Cena łączna
1,000
Cena
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

48.00%
Liandry's Torment Liandry's Torment Liandry's Torment
Cena łączna
3,000
Cena
800

+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

46.50%
Warmog's Armor Warmog's Armor Warmog's Armor
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).

47.51%
Thornmail Thornmail Thornmail
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.

44.70%
Rod of Ages Rod of Ages Rod of Ages
Cena łączna
2,600
Cena
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

47.54%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Cena łączna
3,200
Cena
650

+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.

50.55%
Heartsteel Heartsteel Heartsteel
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%.

44.50%

N/A

Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Cena łączna
1,300
Cena
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

48.53%
Guardian's Horn Guardian's Horn Guardian's Horn
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).

52.44%
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.

52.44%
Giant's Belt Giant's Belt Giant's Belt
Cena łączna
900
Cena
500

+350 Health

52.31%
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.

52.31%

N/A

#1
Rod of Ages Rod of Ages Rod of Ages
Cena łączna
2,600
Cena
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

Boots of Swiftness Boots of Swiftness Boots of Swiftness
Cena łączna
1,000
Cena
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Cena łączna
2,600
Cena
450

+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.

Win rate52.09%
Pick rate16.29%
#2
Rod of Ages Rod of Ages Rod of Ages
Cena łączna
2,600
Cena
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Cena łączna
2,600
Cena
450

+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.

Win rate51.94%
Pick rate10.15%
#3
Liandry's Torment Liandry's Torment Liandry's Torment
Cena łączna
3,000
Cena
800

+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

Boots of Swiftness Boots of Swiftness Boots of Swiftness
Cena łączna
1,000
Cena
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Cena łączna
2,600
Cena
450

+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.

Win rate52.02%
Pick rate6.29%

N/Aelementy

Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Cena łączna
2,600
Cena
450

+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.

52.77%
Liandry's Torment Liandry's Torment Liandry's Torment
Cena łączna
3,000
Cena
800

+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

52.54%
Rod of Ages Rod of Ages Rod of Ages
Cena łączna
2,600
Cena
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

51.93%
Boots of Swiftness Boots of Swiftness Boots of Swiftness
Cena łączna
1,000
Cena
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

52.68%
Mercury's Treads Mercury's Treads Mercury's Treads
Cena łączna
1,250
Cena
550

+20 Magic Resist +45 Move Speed 30% Tenacity

51.41%
Dead Man's Plate Dead Man's Plate Dead Man's Plate
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%.

49.53%
Force of Nature Force of Nature Force of Nature
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.

52.41%
Winter's Approach Winter's Approach Winter's Approach
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.

55.76%
Riftmaker Riftmaker Riftmaker
Cena łączna
3,100
Cena
950

+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.

54.91%
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%.

55.13%
Thornmail Thornmail Thornmail
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.

45.60%
Warmog's Armor Warmog's Armor Warmog's Armor
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).

54.13%

N/A

Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Cena łączna
1,300
Cena
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

53.42%
Health Potion Health Potion Health Potion
Cena łączna
50
Cena
50

Consume Restores +120 Health over 15 seconds.

50.90%
Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Cena łączna
1,300
Cena
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

50.90%
Haunting Guise Haunting Guise Haunting Guise
Cena łączna
1,300
Cena
500

+30 Ability Power +200 Health Madness For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

51.82%

Ulepszenia

Ulepszenia / Procent zwycięstw

Ulepszenia
NazwaRzadkośćTierPick rateGry
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Złote
Rzadkość
Złote
Tier
T1
Win rate
58.08%
Pick rate
8.29%
Gry
1,696

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

Zobacz szczegóły ulepszenia
ZłoteT158.08%8.29%1,696
Restless Restoration Restless Restoration Restless Restoration Złote
Rzadkość
Złote
Tier
T4
Win rate
57.06%
Pick rate
6.19%
Gry
1,267

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

Zobacz szczegóły ulepszenia
ZłoteT157.06%6.19%1,267
Final Form Final Form Final Form Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T3
Win rate
56.83%
Pick rate
4.62%
Gry
945

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

Zobacz szczegóły ulepszenia
PryzmatyczneT156.83%4.62%945
Speed Demon Speed Demon Speed Demon Srebrne
Rzadkość
Srebrne
Tier
T2
Win rate
56.46%
Pick rate
9.57%
Gry
1,959

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

Zobacz szczegóły ulepszenia
SrebrneT156.46%9.57%1,959
Shrink Engine Shrink Engine Shrink Engine Złote
Rzadkość
Złote
Tier
T1
Win rate
55.80%
Pick rate
9.27%
Gry
1,898

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

Zobacz szczegóły ulepszenia
ZłoteT155.80%9.27%1,898
Erosion Erosion Erosion Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
55.68%
Pick rate
4.99%
Gry
1,022

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

Zobacz szczegóły ulepszenia
SrebrneT155.68%4.99%1,022
Giant Slayer Giant Slayer Giant Slayer Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T1
Win rate
55.31%
Pick rate
6.07%
Gry
1,242

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

Zobacz szczegóły ulepszenia
PryzmatyczneT155.31%6.07%1,242
Infernal Conduit Infernal Conduit Infernal Conduit Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T1
Win rate
54.61%
Pick rate
8.69%
Gry
1,778

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

Zobacz szczegóły ulepszenia
PryzmatyczneT154.61%8.69%1,778
Firefox Firefox Firefox Srebrne
Rzadkość
Srebrne
Tier
T2
Win rate
54.22%
Pick rate
5.56%
Gry
1,138

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

Zobacz szczegóły ulepszenia
SrebrneT154.22%5.56%1,138
Slap Around Slap Around Slap Around Srebrne
Rzadkość
Srebrne
Tier
T1
Win rate
53.74%
Pick rate
12.42%
Gry
2,542

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

Zobacz szczegóły ulepszenia
SrebrneT153.74%12.42%2,542
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Złote
Rzadkość
Złote
Tier
T1
Win rate
53.41%
Pick rate
12.62%
Gry
2,582

Wybierz Grandma's Chili Oil, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
ZłoteT153.41%12.62%2,582
Phenomenal Evil Phenomenal Evil Phenomenal Evil Złote
Rzadkość
Złote
Tier
T1
Win rate
53.17%
Pick rate
11.39%
Gry
2,332

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

Zobacz szczegóły ulepszenia
ZłoteT153.17%11.39%2,332
Soul Eater Soul Eater Soul Eater Złote
Rzadkość
Złote
Tier
T1
Win rate
53.03%
Pick rate
13.05%
Gry
2,670

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

Zobacz szczegóły ulepszenia
ZłoteT153.03%13.05%2,670
Perseverance Perseverance Perseverance Złote
Rzadkość
Złote
Tier
T1
Win rate
52.64%
Pick rate
11.12%
Gry
2,276

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

Zobacz szczegóły ulepszenia
ZłoteT152.64%11.12%2,276
Dropkick Dropkick Dropkick Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T2
Win rate
52.19%
Pick rate
5.25%
Gry
1,075

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

Zobacz szczegóły ulepszenia
PryzmatyczneT152.19%5.25%1,075
Vampirism Vampirism Vampirism Złote
Rzadkość
Złote
Tier
T1
Win rate
51.85%
Pick rate
7.53%
Gry
1,541

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

Zobacz szczegóły ulepszenia
ZłoteT151.85%7.53%1,541
Tank Engine Tank Engine Tank Engine Złote
Rzadkość
Złote
Tier
T1
Win rate
51.75%
Pick rate
13.10%
Gry
2,682

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

Zobacz szczegóły ulepszenia
ZłoteT151.75%13.10%2,682
Magic Missile Magic Missile Magic Missile Złote
Rzadkość
Złote
Tier
T1
Win rate
50.37%
Pick rate
7.97%
Gry
1,632

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

Zobacz szczegóły ulepszenia
ZłoteT150.37%7.97%1,632
Void Rift Void Rift Void Rift Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T1
Win rate
49.87%
Pick rate
5.48%
Gry
1,121

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

Zobacz szczegóły ulepszenia
PryzmatyczneT149.87%5.48%1,121
Ice Cold Ice Cold Ice Cold Srebrne
Rzadkość
Srebrne
Tier
T2
Win rate
49.68%
Pick rate
8.29%
Gry
1,697

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

Zobacz szczegóły ulepszenia
SrebrneT149.68%8.29%1,697
Goliath Goliath Goliath Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T1
Win rate
49.54%
Pick rate
5.33%
Gry
1,090

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

Zobacz szczegóły ulepszenia
PryzmatyczneT149.54%5.33%1,090
Celestial Body Celestial Body Celestial Body Złote
Rzadkość
Złote
Tier
T1
Win rate
49.47%
Pick rate
7.34%
Gry
1,502

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

Zobacz szczegóły ulepszenia
ZłoteT149.47%7.34%1,502
Slow Cooker Slow Cooker Slow Cooker Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T3
Win rate
48.24%
Pick rate
4.57%
Gry
935

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

Zobacz szczegóły ulepszenia
PryzmatyczneT148.24%4.57%935
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Złote
Rzadkość
Złote
Tier
T1
Win rate
46.27%
Pick rate
6.42%
Gry
1,314

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

Zobacz szczegóły ulepszenia
ZłoteT146.27%6.42%1,314
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T3
Win rate
58.74%
Pick rate
2.49%
Gry
509

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

Zobacz szczegóły ulepszenia
PryzmatyczneT258.74%2.49%509
Leg Day Leg Day Leg Day Srebrne
Rzadkość
Srebrne
Tier
T4
Win rate
56.85%
Pick rate
3.28%
Gry
672

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

Zobacz szczegóły ulepszenia
SrebrneT256.85%3.28%672
Transmute: Gold Transmute: Gold Transmute: Gold Srebrne
Rzadkość
Srebrne
Tier
T1
Win rate
56.08%
Pick rate
3.54%
Gry
724

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

Zobacz szczegóły ulepszenia
SrebrneT256.08%3.54%724
Snowball Upgrade Snowball Upgrade Snowball Upgrade Złote
Rzadkość
Złote
Tier
T2
Win rate
56.06%
Pick rate
4.07%
Gry
833

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

Zobacz szczegóły ulepszenia
ZłoteT256.06%4.07%833
Transmute: Chaos Transmute: Chaos Transmute: Chaos Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T2
Win rate
55.51%
Pick rate
2.66%
Gry
544

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

Zobacz szczegóły ulepszenia
PryzmatyczneT255.51%2.66%544
Witchful Thinking Witchful Thinking Witchful Thinking Srebrne
Rzadkość
Srebrne
Tier
T1
Win rate
55.29%
Pick rate
2.91%
Gry
595

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

Zobacz szczegóły ulepszenia
SrebrneT255.29%2.91%595
Stats on Stats! Stats on Stats! Stats on Stats! Złote
Rzadkość
Złote
Tier
T1
Win rate
55.13%
Pick rate
4.29%
Gry
878

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

Zobacz szczegóły ulepszenia
ZłoteT255.13%4.29%878
Cruelty Cruelty Cruelty Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
54.81%
Pick rate
2.34%
Gry
478

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

Zobacz szczegóły ulepszenia
PryzmatyczneT254.81%2.34%478
Guilty Pleasure Guilty Pleasure Guilty Pleasure Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
54.66%
Pick rate
2.78%
Gry
569

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

Zobacz szczegóły ulepszenia
SrebrneT254.66%2.78%569
Red Envelopes Red Envelopes Red Envelopes Złote
Rzadkość
Złote
Tier
T1
Win rate
54.52%
Pick rate
3.19%
Gry
653

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

Zobacz szczegóły ulepszenia
ZłoteT254.52%3.19%653
Nightstalking Nightstalking Nightstalking Złote
Rzadkość
Złote
Tier
T3
Win rate
54.44%
Pick rate
2.48%
Gry
507

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

Zobacz szczegóły ulepszenia
ZłoteT254.44%2.48%507
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Złote
Rzadkość
Złote
Tier
T4
Win rate
54.20%
Pick rate
2.56%
Gry
524

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

Zobacz szczegóły ulepszenia
ZłoteT254.20%2.56%524
Escape Plan Escape Plan Escape Plan Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
54.14%
Pick rate
2.30%
Gry
471

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

Zobacz szczegóły ulepszenia
SrebrneT254.14%2.30%471
Pinball Pinball Pinball Złote
Rzadkość
Złote
Tier
T2
Win rate
54.11%
Pick rate
3.57%
Gry
730

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

Zobacz szczegóły ulepszenia
ZłoteT254.11%3.57%730
Courage of the Colossus Courage of the Colossus Courage of the Colossus Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
53.88%
Pick rate
2.33%
Gry
477

Wybierz Courage of the Colossus, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT253.88%2.33%477
Frost Wraith Frost Wraith Frost Wraith Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
53.86%
Pick rate
3.23%
Gry
661

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

Zobacz szczegóły ulepszenia
SrebrneT253.86%3.23%661
Ocean Soul Ocean Soul Ocean Soul Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
53.71%
Pick rate
2.24%
Gry
458

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

Zobacz szczegóły ulepszenia
SrebrneT253.71%2.24%458
Snowball Roulette Snowball Roulette Snowball Roulette Złote
Rzadkość
Złote
Tier
T2
Win rate
53.26%
Pick rate
3.60%
Gry
736

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

Zobacz szczegóły ulepszenia
ZłoteT253.26%3.60%736
Ominous Pact Ominous Pact Ominous Pact Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
53.23%
Pick rate
3.41%
Gry
697

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

Zobacz szczegóły ulepszenia
PryzmatyczneT253.23%3.41%697
Self Destruct Self Destruct Self Destruct Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
53.16%
Pick rate
3.01%
Gry
617

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

Zobacz szczegóły ulepszenia
SrebrneT253.16%3.01%617
Quest: Icathia's Fall Quest: Icathia's Fall Quest: Icathia's Fall Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T3
Win rate
52.83%
Pick rate
3.11%
Gry
636

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

Zobacz szczegóły ulepszenia
PryzmatyczneT252.83%3.11%636
Upgrade Immolate Upgrade Immolate Upgrade Immolate Srebrne
Rzadkość
Srebrne
Tier
T4
Win rate
52.81%
Pick rate
2.35%
Gry
481

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

Zobacz szczegóły ulepszenia
SrebrneT252.81%2.35%481
Impassable Impassable Impassable Złote
Rzadkość
Złote
Tier
T3
Win rate
52.70%
Pick rate
3.35%
Gry
685

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

Zobacz szczegóły ulepszenia
ZłoteT252.70%3.35%685
Executioner Executioner Executioner Złote
Rzadkość
Złote
Tier
T1
Win rate
52.50%
Pick rate
2.74%
Gry
560

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

Zobacz szczegóły ulepszenia
ZłoteT252.50%2.74%560
Donation Donation Donation Złote
Rzadkość
Złote
Tier
T2
Win rate
52.25%
Pick rate
2.17%
Gry
444

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

Zobacz szczegóły ulepszenia
ZłoteT252.25%2.17%444
Prom Queen Prom Queen Prom Queen Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
51.92%
Pick rate
3.43%
Gry
703

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

Zobacz szczegóły ulepszenia
PryzmatyczneT251.92%3.43%703
Thread the Needle Thread the Needle Thread the Needle Złote
Rzadkość
Złote
Tier
T1
Win rate
51.78%
Pick rate
3.29%
Gry
674

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

Zobacz szczegóły ulepszenia
ZłoteT251.78%3.29%674
Spiritual Purification Spiritual Purification Spiritual Purification Złote
Rzadkość
Złote
Tier
T2
Win rate
51.45%
Pick rate
3.04%
Gry
622

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

Zobacz szczegóły ulepszenia
ZłoteT251.45%3.04%622
Mind to Matter Mind to Matter Mind to Matter Srebrne
Rzadkość
Srebrne
Tier
T2
Win rate
51.38%
Pick rate
3.55%
Gry
726

Wybierz Mind to Matter, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT251.38%3.55%726
Overflow Overflow Overflow Złote
Rzadkość
Złote
Tier
T2
Win rate
51.29%
Pick rate
3.23%
Gry
661

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

Zobacz szczegóły ulepszenia
ZłoteT251.29%3.23%661
Tap Dancer Tap Dancer Tap Dancer Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T1
Win rate
50.91%
Pick rate
2.15%
Gry
440

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

Zobacz szczegóły ulepszenia
PryzmatyczneT250.91%2.15%440
Divine Intervention Divine Intervention Divine Intervention Złote
Rzadkość
Złote
Tier
T3
Win rate
50.56%
Pick rate
3.04%
Gry
623

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

Zobacz szczegóły ulepszenia
ZłoteT250.56%3.04%623
Rabble Rousing Rabble Rousing Rabble Rousing Złote
Rzadkość
Złote
Tier
T2
Win rate
49.86%
Pick rate
3.51%
Gry
718

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

Zobacz szczegóły ulepszenia
ZłoteT249.86%3.51%718
Vulnerability Vulnerability Vulnerability Złote
Rzadkość
Złote
Tier
T2
Win rate
49.83%
Pick rate
4.44%
Gry
909

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

Zobacz szczegóły ulepszenia
ZłoteT249.83%4.44%909
ADAPt ADAPt ADAPt Srebrne
Rzadkość
Srebrne
Tier
T1
Win rate
49.79%
Pick rate
2.31%
Gry
472

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

Zobacz szczegóły ulepszenia
SrebrneT249.79%2.31%472
Tormentor Tormentor Tormentor Srebrne
Rzadkość
Srebrne
Tier
T4
Win rate
47.70%
Pick rate
2.45%
Gry
501

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

Zobacz szczegóły ulepszenia
SrebrneT247.70%2.45%501
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T1
Win rate
47.30%
Pick rate
3.52%
Gry
721

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

Zobacz szczegóły ulepszenia
PryzmatyczneT247.30%3.52%721
It's Killing Time It's Killing Time It's Killing Time Złote
Rzadkość
Złote
Tier
T1
Win rate
46.51%
Pick rate
2.45%
Gry
501

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

Zobacz szczegóły ulepszenia
ZłoteT246.51%2.45%501
Upgrade Thornmail Upgrade Thornmail Upgrade Thornmail Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
57.59%
Pick rate
1.26%
Gry
257

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

Zobacz szczegóły ulepszenia
SrebrneT357.59%1.26%257
Stats! Stats! Stats! Srebrne
Rzadkość
Srebrne
Tier
T2
Win rate
56.97%
Pick rate
2.03%
Gry
416

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

Zobacz szczegóły ulepszenia
SrebrneT356.97%2.03%416
Dive Bomber Dive Bomber Dive Bomber Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
56.63%
Pick rate
1.92%
Gry
392

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

Zobacz szczegóły ulepszenia
SrebrneT356.63%1.92%392
Keystone Conjurer Keystone Conjurer Keystone Conjurer Złote
Rzadkość
Złote
Tier
T2
Win rate
56.47%
Pick rate
1.77%
Gry
363

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

Zobacz szczegóły ulepszenia
ZłoteT356.47%1.77%363
Kill Secured Kill Secured Kill Secured Srebrne
Rzadkość
Srebrne
Tier
T4
Win rate
55.75%
Pick rate
1.40%
Gry
287

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

Zobacz szczegóły ulepszenia
SrebrneT355.75%1.40%287
Infinite Recursion Infinite Recursion Infinite Recursion Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T3
Win rate
55.69%
Pick rate
1.25%
Gry
255

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

Zobacz szczegóły ulepszenia
PryzmatyczneT355.69%1.25%255
From Beginning to End From Beginning to End From Beginning to End Złote
Rzadkość
Złote
Tier
T1
Win rate
55.09%
Pick rate
1.87%
Gry
383

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

Zobacz szczegóły ulepszenia
ZłoteT355.09%1.87%383
Hat on a Hat Hat on a Hat Hat on a Hat Srebrne
Rzadkość
Srebrne
Tier
T2
Win rate
53.85%
Pick rate
1.27%
Gry
260

Wybierz Hat on a Hat, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
SrebrneT353.85%1.27%260
Pandora's Box Pandora's Box Pandora's Box Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T3
Win rate
53.77%
Pick rate
1.49%
Gry
305

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

Zobacz szczegóły ulepszenia
PryzmatyczneT353.77%1.49%305
Homeguard Homeguard Homeguard Srebrne
Rzadkość
Srebrne
Tier
T4
Win rate
52.92%
Pick rate
1.34%
Gry
274

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

Zobacz szczegóły ulepszenia
SrebrneT352.92%1.34%274
Buff Buddies Buff Buddies Buff Buddies Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
52.85%
Pick rate
1.63%
Gry
333

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

Zobacz szczegóły ulepszenia
SrebrneT352.85%1.63%333
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T2
Win rate
52.32%
Pick rate
1.16%
Gry
237

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

Zobacz szczegóły ulepszenia
PryzmatyczneT352.32%1.16%237
Bread And Cheese Bread And Cheese Bread And Cheese Złote
Rzadkość
Złote
Tier
T3
Win rate
52.23%
Pick rate
1.53%
Gry
314

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

Zobacz szczegóły ulepszenia
ZłoteT352.23%1.53%314
Growth Spurt Growth Spurt Growth Spurt Złote
Rzadkość
Złote
Tier
T4
Win rate
51.99%
Pick rate
1.48%
Gry
302

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

Zobacz szczegóły ulepszenia
ZłoteT351.99%1.48%302
King Me King Me King Me Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
51.96%
Pick rate
1.62%
Gry
331

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

Zobacz szczegóły ulepszenia
PryzmatyczneT351.96%1.62%331
Don't Blink Don't Blink Don't Blink Srebrne
Rzadkość
Srebrne
Tier
T5
Win rate
51.80%
Pick rate
1.36%
Gry
278

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

Zobacz szczegóły ulepszenia
SrebrneT351.80%1.36%278
Goredrink Goredrink Goredrink Srebrne
Rzadkość
Srebrne
Tier
T1
Win rate
51.69%
Pick rate
1.30%
Gry
267

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

Zobacz szczegóły ulepszenia
SrebrneT351.69%1.30%267
Holy Snowball Holy Snowball Holy Snowball Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
51.23%
Pick rate
1.58%
Gry
324

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

Zobacz szczegóły ulepszenia
PryzmatyczneT351.23%1.58%324
Poro Blaster Poro Blaster Poro Blaster Złote
Rzadkość
Złote
Tier
T1
Win rate
50.85%
Pick rate
1.43%
Gry
293

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

Zobacz szczegóły ulepszenia
ZłoteT350.85%1.43%293
OK Boomerang OK Boomerang OK Boomerang Złote
Rzadkość
Złote
Tier
T3
Win rate
50.61%
Pick rate
1.61%
Gry
330

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

Zobacz szczegóły ulepszenia
ZłoteT350.61%1.61%330
Cheating Cheating Cheating Złote
Rzadkość
Złote
Tier
T3
Win rate
50.54%
Pick rate
1.81%
Gry
370

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

Zobacz szczegóły ulepszenia
ZłoteT350.54%1.81%370
Flashy Flashy Flashy Złote
Rzadkość
Złote
Tier
T5
Win rate
49.34%
Pick rate
1.11%
Gry
227

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

Zobacz szczegóły ulepszenia
ZłoteT349.34%1.11%227
Critical Healing Critical Healing Critical Healing Złote
Rzadkość
Złote
Tier
T2
Win rate
49.18%
Pick rate
1.80%
Gry
368

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

Zobacz szczegóły ulepszenia
ZłoteT349.18%1.80%368
Searing Dawn Searing Dawn Searing Dawn Złote
Rzadkość
Złote
Tier
T5
Win rate
48.95%
Pick rate
1.16%
Gry
237

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

Zobacz szczegóły ulepszenia
ZłoteT348.95%1.16%237
Adamant Adamant Adamant Srebrne
Rzadkość
Srebrne
Tier
T4
Win rate
48.70%
Pick rate
1.69%
Gry
345

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

Zobacz szczegóły ulepszenia
SrebrneT348.70%1.69%345
Twin Fire Twin Fire Twin Fire Srebrne
Rzadkość
Srebrne
Tier
T2
Win rate
48.40%
Pick rate
1.99%
Gry
407

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

Zobacz szczegóły ulepszenia
SrebrneT348.40%1.99%407
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Srebrne
Rzadkość
Srebrne
Tier
T4
Win rate
48.33%
Pick rate
1.31%
Gry
269

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

Zobacz szczegóły ulepszenia
SrebrneT348.33%1.31%269
Big Brain Big Brain Big Brain Złote
Rzadkość
Złote
Tier
T2
Win rate
47.69%
Pick rate
1.91%
Gry
390

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

Zobacz szczegóły ulepszenia
ZłoteT347.69%1.91%390
With Haste With Haste With Haste Złote
Rzadkość
Złote
Tier
T5
Win rate
47.44%
Pick rate
2.10%
Gry
430

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

Zobacz szczegóły ulepszenia
ZłoteT347.44%2.10%430
Ethereal Weapon Ethereal Weapon Ethereal Weapon Złote
Rzadkość
Złote
Tier
T4
Win rate
44.70%
Pick rate
2.12%
Gry
434

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

Zobacz szczegóły ulepszenia
ZłoteT344.70%2.12%434
Apex Inventor Apex Inventor Apex Inventor Złote
Rzadkość
Złote
Tier
T4
Win rate
44.13%
Pick rate
1.21%
Gry
247

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

Zobacz szczegóły ulepszenia
ZłoteT344.13%1.21%247
Poro King Poro King Poro King Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
61.85%
Pick rate
0.85%
Gry
173

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

Zobacz szczegóły ulepszenia
PryzmatyczneT461.85%0.85%173
Mad Scientist Mad Scientist Mad Scientist Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
57.35%
Pick rate
1.03%
Gry
211

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

Zobacz szczegóły ulepszenia
PryzmatyczneT457.35%1.03%211
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T3
Win rate
57.14%
Pick rate
1.09%
Gry
224

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

Zobacz szczegóły ulepszenia
PryzmatyczneT457.14%1.09%224
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Srebrne
Rzadkość
Srebrne
Tier
T3
Win rate
55.20%
Pick rate
1.08%
Gry
221

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

Zobacz szczegóły ulepszenia
SrebrneT455.20%1.08%221
Demon's Dance Demon's Dance Demon's Dance Złote
Rzadkość
Złote
Tier
T3
Win rate
53.51%
Pick rate
0.56%
Gry
114

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

Zobacz szczegóły ulepszenia
ZłoteT453.51%0.56%114
Clown College Clown College Clown College Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T2
Win rate
53.42%
Pick rate
1.07%
Gry
219

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

Zobacz szczegóły ulepszenia
PryzmatyczneT453.42%1.07%219
Omni Soul Omni Soul Omni Soul Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
53.33%
Pick rate
0.59%
Gry
120

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

Zobacz szczegóły ulepszenia
PryzmatyczneT453.33%0.59%120
Infernal Soul Infernal Soul Infernal Soul Srebrne
Rzadkość
Srebrne
Tier
T2
Win rate
53.10%
Pick rate
0.71%
Gry
145

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

Zobacz szczegóły ulepszenia
SrebrneT453.10%0.71%145
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
52.60%
Pick rate
0.75%
Gry
154

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

Zobacz szczegóły ulepszenia
PryzmatyczneT452.60%0.75%154
Heavy Hitter Heavy Hitter Heavy Hitter Srebrne
Rzadkość
Srebrne
Tier
T2
Win rate
52.32%
Pick rate
0.74%
Gry
151

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

Zobacz szczegóły ulepszenia
SrebrneT452.32%0.74%151
Mountain Soul Mountain Soul Mountain Soul Srebrne
Rzadkość
Srebrne
Tier
T4
Win rate
52.23%
Pick rate
1.09%
Gry
224

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

Zobacz szczegóły ulepszenia
SrebrneT452.23%1.09%224
Hextech Soul Hextech Soul Hextech Soul Srebrne
Rzadkość
Srebrne
Tier
T4
Win rate
52.14%
Pick rate
0.68%
Gry
140

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

Zobacz szczegóły ulepszenia
SrebrneT452.14%0.68%140
Feel the Burn Feel the Burn Feel the Burn Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
51.96%
Pick rate
0.50%
Gry
102

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

Zobacz szczegóły ulepszenia
PryzmatyczneT451.96%0.50%102
Laser Heal Laser Heal Laser Heal Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
51.61%
Pick rate
0.61%
Gry
124

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

Zobacz szczegóły ulepszenia
PryzmatyczneT451.61%0.61%124
Stuck in Here With Me Stuck in Here With Me Stuck in Here With Me Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
51.49%
Pick rate
0.49%
Gry
101

Wybierz Stuck in Here With Me, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT451.49%0.49%101
Recursion Recursion Recursion Złote
Rzadkość
Złote
Tier
T2
Win rate
51.03%
Pick rate
0.95%
Gry
194

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

Zobacz szczegóły ulepszenia
ZłoteT451.03%0.95%194
Poltergeist Poltergeist Poltergeist Srebrne
Rzadkość
Srebrne
Tier
T5
Win rate
50.41%
Pick rate
0.60%
Gry
123

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

Zobacz szczegóły ulepszenia
SrebrneT450.41%0.60%123
Eureka Eureka Eureka Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T1
Win rate
50.24%
Pick rate
1.03%
Gry
211

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

Zobacz szczegóły ulepszenia
PryzmatyczneT450.24%1.03%211
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
50.00%
Pick rate
0.47%
Gry
96

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

Zobacz szczegóły ulepszenia
PryzmatyczneT450.00%0.47%96
Bread And Jam Bread And Jam Bread And Jam Złote
Rzadkość
Złote
Tier
T4
Win rate
49.46%
Pick rate
0.91%
Gry
186

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

Zobacz szczegóły ulepszenia
ZłoteT449.46%0.91%186
Goldrend Goldrend Goldrend Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
49.36%
Pick rate
0.76%
Gry
156

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

Zobacz szczegóły ulepszenia
PryzmatyczneT449.36%0.76%156
Firebrand Firebrand Firebrand Złote
Rzadkość
Złote
Tier
T2
Win rate
49.30%
Pick rate
0.69%
Gry
142

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

Zobacz szczegóły ulepszenia
ZłoteT449.30%0.69%142
Get Excited Get Excited Get Excited Złote
Rzadkość
Złote
Tier
T2
Win rate
48.42%
Pick rate
0.93%
Gry
190

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

Zobacz szczegóły ulepszenia
ZłoteT448.42%0.93%190
Quantum Computing Quantum Computing Quantum Computing Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
47.06%
Pick rate
1.00%
Gry
204

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

Zobacz szczegóły ulepszenia
PryzmatyczneT447.06%1.00%204
Little Devil Little Devil Little Devil Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
45.95%
Pick rate
0.72%
Gry
148

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

Zobacz szczegóły ulepszenia
PryzmatyczneT445.95%0.72%148
Marksmage Marksmage Marksmage Złote
Rzadkość
Złote
Tier
T2
Win rate
44.68%
Pick rate
0.92%
Gry
188

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

Zobacz szczegóły ulepszenia
ZłoteT444.68%0.92%188
Can't Touch This Can't Touch This Can't Touch This Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
43.51%
Pick rate
0.64%
Gry
131

Wybierz Can't Touch This, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce.

Zobacz szczegóły ulepszenia
PryzmatyczneT443.51%0.64%131
Ultimate Awakening Ultimate Awakening Ultimate Awakening Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
43.10%
Pick rate
0.57%
Gry
116

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

Zobacz szczegóły ulepszenia
PryzmatyczneT443.10%0.57%116
Weighted Popoffs Weighted Popoffs Weighted Popoffs Srebrne
Rzadkość
Srebrne
Tier
T1
Win rate
42.92%
Pick rate
1.10%
Gry
226

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

Zobacz szczegóły ulepszenia
SrebrneT442.92%1.10%226
Protein Shake Protein Shake Protein Shake Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
39.13%
Pick rate
0.67%
Gry
138

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

Zobacz szczegóły ulepszenia
PryzmatyczneT439.13%0.67%138
It's Critical It's Critical It's Critical Złote
Rzadkość
Złote
Tier
T3
Win rate
59.09%
Pick rate
0.43%
Gry
88

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

Zobacz szczegóły ulepszenia
ZłoteT559.09%0.43%88
Soul Siphon Soul Siphon Soul Siphon Złote
Rzadkość
Złote
Tier
T2
Win rate
56.18%
Pick rate
0.43%
Gry
89

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

Zobacz szczegóły ulepszenia
ZłoteT556.18%0.43%89
Light 'em Up! Light 'em Up! Light 'em Up! Srebrne
Rzadkość
Srebrne
Tier
T2
Win rate
54.24%
Pick rate
0.29%
Gry
59

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

Zobacz szczegóły ulepszenia
SrebrneT554.24%0.29%59
Blade Waltz Blade Waltz Blade Waltz Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
53.85%
Pick rate
0.32%
Gry
65

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

Zobacz szczegóły ulepszenia
PryzmatyczneT553.85%0.32%65
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Srebrne
Rzadkość
Srebrne
Tier
T4
Win rate
53.42%
Pick rate
0.36%
Gry
73

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

Zobacz szczegóły ulepszenia
SrebrneT553.42%0.36%73
Repulsor Repulsor Repulsor Srebrne
Rzadkość
Srebrne
Tier
T5
Win rate
51.14%
Pick rate
0.43%
Gry
88

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

Zobacz szczegóły ulepszenia
SrebrneT551.14%0.43%88
Mad Scientist Mad Scientist Mad Scientist Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
50.98%
Pick rate
0.25%
Gry
51

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

Zobacz szczegóły ulepszenia
PryzmatyczneT550.98%0.25%51
Missing Ping Augment Missing Ping Augment Missing Ping Augment Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
50.88%
Pick rate
0.28%
Gry
57

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

Zobacz szczegóły ulepszenia
PryzmatyczneT550.88%0.28%57
Droppybara Droppybara Droppybara Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
50.67%
Pick rate
0.37%
Gry
75

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

Zobacz szczegóły ulepszenia
PryzmatyczneT550.67%0.37%75
Back to Basics Back to Basics Back to Basics Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
48.28%
Pick rate
0.28%
Gry
58

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

Zobacz szczegóły ulepszenia
PryzmatyczneT548.28%0.28%58
Juiced Juiced Juiced Srebrne
Rzadkość
Srebrne
Tier
T5
Win rate
48.10%
Pick rate
0.39%
Gry
79

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

Zobacz szczegóły ulepszenia
SrebrneT548.10%0.39%79
Zealot Zealot Zealot Srebrne
Rzadkość
Srebrne
Tier
T2
Win rate
47.46%
Pick rate
0.29%
Gry
59

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

Zobacz szczegóły ulepszenia
SrebrneT547.46%0.29%59
Gash Gash Gash Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
45.90%
Pick rate
0.30%
Gry
61

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

Zobacz szczegóły ulepszenia
PryzmatyczneT545.90%0.30%61
Ultimate Revolution Ultimate Revolution Ultimate Revolution Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T4
Win rate
45.68%
Pick rate
0.40%
Gry
81

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

Zobacz szczegóły ulepszenia
PryzmatyczneT545.68%0.40%81
Glass Cannon Glass Cannon Glass Cannon Pryzmatyczne
Rzadkość
Pryzmatyczne
Tier
T5
Win rate
45.28%
Pick rate
0.26%
Gry
53

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

Zobacz szczegóły ulepszenia
PryzmatyczneT545.28%0.26%53
Veil of Warding Veil of Warding Veil of Warding Srebrne
Rzadkość
Srebrne
Tier
T5
Win rate
43.04%
Pick rate
0.39%
Gry
79

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

Zobacz szczegóły ulepszenia
SrebrneT543.04%0.39%79

Singed Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

Normal order: R > Q > E > W.

RQWE

Slow, zone, anti-mobility, or trap-style augments: consider R > Q > W > E only when enemy mobility is the main reason you are losing fights.

RQEW

Take Q early, put one point in E for the flip, add W once fights start needing zone control, then max Q first, E second, W last.

Singed Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Singed counters these champions in ARAM: Mayhem.

Aphelios Aphelios Aphelios T2
Tier
T2
Ranga
#39
Win rate
52.50%
Pick rate
0.53%

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

Jhin Jhin Jhin T4
Tier
T4
Ranga
#124
Win rate
47.86%
Pick rate
1.21%

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

Vel'Koz Vel'Koz Vel'Koz T2
Tier
T2
Ranga
#58
Win rate
51.29%
Pick rate
0.83%

Vel'Koz jest obecnie sklasyfikowany jako T2 w danych ARAM Mayhem. Zobacz poradnik bohatera

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

Seraphine Seraphine Seraphine T1
Tier
T1
Ranga
#2
Win rate
56.33%
Pick rate
0.94%

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

Read counter details

Countered By

5

Singed is countered by these champions in ARAM: Mayhem.

Vayne Vayne Vayne T1
Tier
T1
Ranga
#7
Win rate
54.56%
Pick rate
0.94%

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

Anivia Anivia Anivia T4
Tier
T4
Ranga
#147
Win rate
47.07%
Pick rate
0.51%

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

Cassiopeia Cassiopeia Cassiopeia T3
Tier
T3
Ranga
#119
Win rate
49.21%
Pick rate
0.38%

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

Janna Janna Janna T2
Tier
T2
Ranga
#25
Win rate
51.90%
Pick rate
0.45%

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

Morgana Morgana Morgana T1
Tier
T1
Ranga
#32
Win rate
52.56%
Pick rate
1.14%

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

Read counter details

Singed Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
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

Singed is a strong ball carrier because he wants to run directly through the enemy team. Orianna gives him protection on the way in and punishes enemies who clump while trying to kill him.

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

Yasuo

Singed can create the kind of sudden displacement Yasuo loves. When Singed gets onto a carry and throws them into his team, Yasuo gains a clear punish window instead of having to force entry alone.

Seraphine Seraphine Seraphine T1
Tier
T1
Ranga
#2
Win rate
56.33%
Pick rate
0.94%

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

Seraphine

Seraphine gives Singed the two things he often lacks after starting a fight: team-wide follow-up and a safer exit. Her shielding, movement help, and long-range crowd control make Singed’s messy engages much easier to convert.

Miss Fortune Miss Fortune Miss Fortune T3
Tier
T3
Ranga
#97
Win rate
49.69%
Pick rate
1.26%

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

Miss Fortune

Singed changes enemy movement. Miss Fortune punishes enemies who are slowed, displaced, or forced to walk through a narrow lane. He does not need to hold them forever; he only has to make their dodge path predictable.

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

Veigar

Veigar gives Singed a dangerous box to play around. Singed forces enemies to move; Veigar punishes the direction they move in. Together they make the center of the lane feel unsafe for carries.

Seraphine Seraphine Seraphine T1
Tier
T1
Ranga
#2
Win rate
56.33%
Pick rate
0.94%

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

Singed Singed Singed T1
Tier
T1
Ranga
#28
Win rate
52.96%
Pick rate
0.68%

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

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

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

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

Miss Fortune Miss Fortune Miss Fortune T3
Tier
T3
Ranga
#97
Win rate
49.69%
Pick rate
1.26%

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

Synergy mechanism: Singed is a strong ball carrier because he wants to run directly through the enemy team. Orianna gives him protection on the way in and punishes enemies who clump while trying to kill him. Combo: Orianna places the ball on Singed before he commits. Singed runs past the frontline, spreads poison, and looks to Fling a carry or force several enemies to chase him. Orianna uses her area control when enemies stack on Singed or step forward to punish his retreat path. Best scenario: This is highest value against teams with short-range carries or bruisers that have to walk into Singed to deal damage. If they chase him, Orianna hits multiple targets. If they back away, Singed has bought space for the team. Enemy answer: Good opponents spread out, hold hard crowd control for Singed’s first commit, and avoid standing directly on top of the poisoned path. They may also pressure Orianna first so she cannot safely support the engage. Failure risk: The combo falls apart if Singed sprints out of Orianna’s effective range or starts before the ball is attached. It also fails if Orianna uses her key control too early on only the enemy tank. Recovery: If the engage misses, Singed should curve back through his own team instead of continuing forward. Orianna can shield, slow the chase, and reset the fight around the next minion wave or health pack area. Yasuo Synergy mechanism: Singed can create the kind of sudden displacement Yasuo loves. When Singed gets onto a carry and throws them into his team, Yasuo gains a clear punish window instead of having to force entry alone. Combo: Singed marks a target with his pathing, drops zone control where the enemy wants to retreat, then Flings the priority target toward Yasuo. Yasuo follows the displacement, blocks return fire when needed, and turns the isolated target into a fast all-in. Best scenario: This pairing is strongest into immobile mages, marksmen, and enchanters who rely on spacing. Singed does not need to kill them by himself; he only needs to make their position bad enough for Yasuo to finish the play. Enemy answer: The enemy should stand deeper behind their frontline, save peel for Singed’s approach, and punish Yasuo if he commits before Singed has actually displaced anyone. Exhaust-style damage reduction, knockbacks, and point-and-click lockdown all make the combo harder. Failure risk: Yasuo can overread the engage and dive into five enemies while Singed is still being slowed or zoned out. Singed can also Fling the wrong target, giving Yasuo a tank instead of a carry. Recovery: If the first target is bad, Yasuo should hold position and use defensive tools to protect the backline. Singed can keep poisoning the frontline, wait for the enemy peel to be spent, then look for a cleaner second Fling. Seraphine Synergy mechanism: Seraphine gives Singed the two things he often lacks after starting a fight: team-wide follow-up and a safer exit. Her shielding, movement help, and long-range crowd control make Singed’s messy engages much easier to convert. Combo: Seraphine supports Singed as he walks up, then waits for the enemy to react to him. When they line up to chase, peel, or collapse, she fires crowd control through the grouped fight while Singed keeps them slowed, displaced, or forced into poison zones. Best scenario: This is excellent in straight 5v5 bridge fights where both teams are grouped. Singed makes enemies choose between backing up through poison or stepping forward into Seraphine’s spells, and either choice can open a clean teamfight. Enemy answer: The enemy should avoid standing in a line behind the first target, pressure Seraphine from angles, and force Singed to engage before she is in range. Long-range poke can also make her spend protection early. Failure risk: Singed can become too confident with Seraphine behind him and keep running after the first engage has already failed. Seraphine can also waste her strongest follow-up on enemies who are already leaving the fight. Recovery: If the enemy disengages, Singed should not chase alone. He can turn back through Seraphine’s area, let her heal or shield the team where possible, and reset around another grouped wave instead of forcing a low-health dive. Miss Fortune Synergy mechanism: Singed changes enemy movement. Miss Fortune punishes enemies who are slowed, displaced, or forced to walk through a narrow lane. He does not need to hold them forever; he only has to make their dodge path predictable. Combo: Singed runs at an angle instead of straight down the lane, cutting off the retreat path with poison and Flinging a target back toward his team. Miss Fortune waits for the enemy to bunch up around the thrown target or chase Singed, then channels from a safe side angle. Best scenario: This works best when the enemy team has multiple short-range champions or lacks reliable interrupts. If they commit onto Singed, they often stand in the same area, which gives Miss Fortune a clean damage window. Enemy answer: The enemy should save interrupts for Miss Fortune, split to both sides of the lane, and avoid chasing Singed in a straight line. Assassins can also threaten her before Singed creates enough chaos. Failure risk: Miss Fortune is vulnerable if she channels too early while the enemy still has mobility or hard crowd control ready. Singed can also drag the fight away from her firing angle, leaving her with no target. Recovery: If the channel is stopped or misses, Singed should peel backward instead of tunneling deeper. Miss Fortune can return to basic ranged pressure while Singed zones the enemy frontline away from her. Veigar Synergy mechanism: Veigar gives Singed a dangerous box to play around. Singed forces enemies to move; Veigar punishes the direction they move in. Together they make the center of the lane feel unsafe for carries. Combo: Veigar places his cage to cut off escape or protect the backline. Singed then threatens to Fling a target into the cage edge or runs behind the enemy so they have to choose between walking through Veigar’s zone and staying in poison. Best scenario: This is strongest around choke points, turret approaches, and health pack fights where enemies cannot spread freely. Singed creates panic, and Veigar turns that panic into a trapped target or a forced retreat. Enemy answer: The enemy can wait out the cage, poke Veigar from long range, or bait Singed into engaging before Veigar is ready. Champions with fast repositioning can also dodge the trap if Singed’s angle is too obvious. Failure risk: Veigar’s cage can be wasted if placed too far forward with no Singed follow-up, while Singed can die if he assumes the cage will save him after he has already crossed the entire enemy team. Recovery: If the trap misses, both champions should use the remaining zone defensively. Singed can body-block and poison the chase path while Veigar backs up, farms safely, and waits for the next cage before contesting space again.

What Singed needs most from a team: one reliable follow-up crowd control source, one backline damage threat that can hit the target he Flings, and at least one ally who can help him disengage after the first pass. If the team only has poke and no one wants to walk forward with him, Singed becomes a distraction instead of an engage tool. If the team has layered control and patient damage, every enemy step toward him can turn into a losing trade.

Singed ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentitySinged acts as a durable space-maker and steady disruptor who can walk up, poison the wave, threaten Fling, and drift back before enemies fully commit.He becomes a tempo thief who must steal attention, split enemy focus, drag them through poison, and exit before empowered responses land.Shift from passive disruption to controlled chaos that forces enemy reactions.
Fling TargetingPlayers often Fling the first champion they touch by habit, since fights are slower and punishment for suboptimal targets is less severe.Hold Fling for champions whose position actually matters: divers on your carry, carries past peel, or reset champions trying to clean up fights.The nearest target is often bait; save Fling for high-value displacements.
Ultimate TimingPlayers often save Insanity Potion until they are low on health, using it as a reactive combat tool during extended fights.Activate before crossing the enemy threat line, not after getting trapped. Delaying can mean getting burst down before extra stats matter.Use ultimate proactively before committing, not reactively when already trapped.
Snowball UsageSnowball engage looks straightforward: tag someone, fly in, activate poison, Fling a priority target, and cause panic in the enemy team.Do not always recast instantly. Wait for enemies to spend mobility, use it sideways for flank angles, or hold defensively to escape after baiting cooldowns.Snowball creates angles and escape options, not just all-in engage opportunities.
Teamfight PositioningSinged can hover near the frontline and threaten anyone who steps too close when the enemy has limited reach.Stand off-center to the side of the wave, enabling wraparound paths, carry protection from divers, or forcing enemy backline to kite away.Off-center spacing enables flanks and peel rather than absorbing frontal damage.

Champion Analysis

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Ranga

In Hextech Mayhem mode, Singed the Mad Chemist is a melee tank-mage defined by powerful zone control and excellent sustained damage. His role centers on using his abilities to deny areas, disrupt enemy formations, and apply continuous magic damage over time while remaining extremely durable. Singed’s passive, Noxious Slipstream, grants bonus movement speed when he runs toward nearby enemies, enabling him to chase down opponents and maintain pressure in the narrow lane. His core ability is Poison Trail, which leaves a toxic gas trail behind him that deals continuous magic damage to any enemy walking through it. In Hextech Mayhem, this trail can span the entire lane width, allowing Singed to damage multiple enemies simultaneously and control large portions of the battlefield. His crowd control comes from Mega Adhesive, a sticky zone that dramatically slows enemies, providing valuable zone denial and setting up picks or escapes. Fling allows Singed to pick up an enemy behind him and throw them forward, a versatile tool for disrupting enemy team formations, isolating a high-value target, or peeling for allies. His ultimate, Insanity Potion, is his signature ability, granting massive bonuses to health, ability power, armor, magic resistance, and movement speed. When activated, Insanity Potion transforms Singed into a mobile fortress, drastically increasing his tankiness and damage output. The core strategic value of Singed in Hextech Mayhem lies in his straightforward yet devastating playstyle of running through the enemy team with Poison Trail and Insanity Potion active. He excels at forcing enemies to constantly reposition, eating into their health pools while absorbing damage himself. His combination of speed from Noxious Slipstream and the ultimate, combined with the zone denial from Mega Adhesive and the disruption of Fling, makes him a nightmare for opponents who lack reliable crowd control or burst to deal with him. Singed’s damage is sustained and area-based rather than burst, so he thrives in extended fights where he can cycle his cooldowns and maintain pressure. His positioning requires him to be in the thick of combat, weaving through enemies to maximize the poison trail’s coverage while using his slows and fling to create chaos. The practical strategic takeaway is that Singed is a high-value pick when the team needs a durable frontline that can control space, apply constant magic damage, and disrupt enemy attempts to engage or disengage. His presence alone can dictate the flow of teamfights, as enemies must carefully consider their pathing to avoid extended poison exposure. Singed’s straightforward execution—activating his abilities and charging into the enemy team—counters champions that rely on position or kiting, but he remains vulnerable to coordinated burst and hard crowd control that can lock him down before Insanity Potion’s defensive bonuses take effect.

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Singed wins Mayhem fights by making the enemy move badly. Start fights from the side of the lane, hugging the wall and moving with the minion wave, then turn in when the enemy steps forward to last-hit or poke. Use Snowball to skip the vulnerable run-in phase; after landing it on a backliner or nearby frontliner, wait for panic spells, then take the mark when teammates are close enough. Flip the target your team can actually kill—a bruiser or support who oversteps can be a better first flip than a carry with mobility or peel, as it pulls them into poison and opens space. Keep poison active before contact and keep moving after the flip, running past the target so their escape path crosses your trail, then curving back toward your team. In counter-engage situations, hold the flip for an assassin or diver who has committed to your carry; let them cross the halfway point, then flip them away or into your team’s damage zone. Peel before chasing if your scaling damage dealers are alive, because chasing the enemy backline while your own backline dies throws winning fights. When retreating, never run in a clean straight line; curve around minions, brush edges, and wall angles to make pursuit expensive. If caught without team follow-up, run toward a wall angle where poison is harder to avoid and melee champions stack together, buying time for shields or your next movement. Do not turn back for a desperate flip when below lethal range unless it places a melee threat under tower or into guaranteed damage. ARAM’s narrow lane makes Singed’s trail stronger but also makes crowd control easier to land, so stand just outside the enemy’s main engage range until a key spell misses, then sprint through the gap. Use minions as moving cover when walking up and break sideways at the last second to make skillshot pokes aim at either the wave or your body. When grouped tightly, drag enemy area damage outward toward the wall first instead of running through your carries. Target priority goes first to the champion who oversteps and cannot instantly leave—Singed punishes bad spacing harder than he forces perfect engages—and second to the carry after their escape tools are used. Do not tunnel the lowest-health enemy if the kill path pulls you away from your team and out of poison value; reset and flip the next person who follows too far. Use Snowball after enemy poke misses, not while they are calmly waiting. Landing Snowball on a tank beside their carries can still be correct as a doorway into the fight; do not always recast immediately if holding the threat wins space. Trigger combat augments when the enemy must commit to your path, such as after a flip or during a chase through poison. Time movement augments after the first enemy control spell misses, and save defensive augments for focus fire moments like taking Snowball in or peeling an assassin. In the push-and-pull rhythm, when ahead, push the wave by poisoning the enemy minion path and threaten a flip on anyone clearing it. When neutral, draw the enemy forward with short fake entries to make them waste spells. When behind, do not hard shove alone; clear safely with your team and keep poison between the enemy and your carries. Dive only when the enemy’s retreat path is already poisoned or blocked, let your minion wave arrive first, and if the first flip does not create a kill, leave immediately.

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Singed the Mad Chemist wins ARAM: Mayhem by making the enemy walk through bad space. He is not a front-to-back tank who stands still and trades autos; he is a moving wall who marks the edge of the wave, punishes oversteps with fling angles, and forces carries to choose between chasing him or hitting his team. In the early game from levels 1 to 6, he starts on the side of the wave near brush or the outer lane wall, stepping in to poison the minion line and stepping out before enemy focus lands. His early trades are short: tag the wave with poison, threaten a fling when an enemy walks too far forward, then leave before a clean return trade lands. Snowball is treated as a commitment tool, used only when the target is already separated or when the team can follow. Augment choices solve the first problem—engage options if the team needs it, or movement, durability, or sustained fight tools if engage is already present. The push or stall decision depends on lane control; when ahead, he steps into brush and converts pressure into wave control to fight around health relics; when behind, he stops fishing for hero flings, sits near the backline, and punishes divers instead. Mid game from levels 7 to 11 is where Singed starts taking over messy fights. He positions one step off-center from his team, close enough to peel but angled to threaten a wrap. His rhythm becomes wave, pressure, reset: poison the wave, walk at the enemy to make them kite back, then turn before being isolated. The best trades look unfair because the enemy spends the first half chasing and the second half trying to escape. Snowball is strongest after the enemy uses mobility or after his team lands crowd control. By now augment choices define the fight pattern—durability and healing allow longer fronting, mobility and engage power call for sharper angles, and damage-oriented power prioritizes poison uptime through escape paths. Push hard when the enemy lacks waveclear or is low; stall when the enemy has stronger five-man engage. When ahead, he owns the center line, clears the wave, and stands between the enemy and the safe path to their turret, chaining pressure. When behind, his value is disruption and peeling the strongest threat, flipping divers into his team. Late game from level 12 onward, Singed must be annoying without being free. He stands where enemy carries cannot walk forward comfortably but keeps a visible escape path back to his team. If another ally can start fights, he hovers on the flank and enters second, using the spells the enemy already wasted. Late trades decide the game quickly, so he stops taking health losses for nothing and poisons only when it pressures positioning or protects a teammate. Snowball should start a winning fight, punish a carry mistake, or save the team from a diver. The augment pattern becomes deliberate: bait cooldowns if hard to kill, wait for a guaranteed angle if a burst engage, fight around choke points if poison sustains. Push only when the wave can be protected; stall when the team scales better or a teammate is dead. When ahead, he closes the map slowly, denies clean exits, and forces the final fight on his terms. When behind, he plays for one punished overextension, stays near damage dealers, and saves fling as a reset button. The clean Singed loop is simple: take space with poison, make the enemy move badly, punish the first champion who panics, then leave before the return fire locks him down.

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Singed the Mad Chemist’s strength lies in his ability to dictate where fights happen by poisoning paths and forcing enemies to choose between losing wave control or stepping through damage. When ahead, he becomes a gatekeeper who shrinks the enemy’s playable space without donating shutdowns. His poison forces low-health recalls or deaths, and his presence makes the enemy backline spend mobility just to avoid him. This advantage is safest when he converts health leads into space rather than coin‑flip dives: walking up early to poison the enemy’s approach path, then standing off to the side of his carries so he can punish divers after they commit. His real chase signal is only after an enemy has used a dash, cleanse, or main disengage — chasing before those tools are spent turns his lead into a throw because Singed excels at extended disruption, not guaranteed instant burst. Snowball usage must be disciplined: he should take the mark only when allies can follow, using it to poison through the center and fling a key target; a solo Snowball into five enemies gives away shutdown gold. When his ultimate or major defensive tools are unavailable, he plays one step slower — ahead Singed often dies by believing he is unkillable, yet he is durable only when moving, supported, and choosing the route. Augments should be selected to cover his ahead‑state weaknesses: mobility and sticking power against kiting comps, durability against burst during the first crowd control chain, engage support when his team lacks initiation, and sustained damage or survival when reliable engage already exists. The classic ahead throw is avoided by not chasing behind enemy structures without wave and team, not flinging a tank or bruiser into his carries, and not leaving damage dealers alone to hunt low‑health enemies. When behind, Singed becomes a disruption tool and recovery engine. He stabilizes the wave by poisoning minions from a safe angle and retreating, buying time for cooldowns and augment value. He stands near his carries and threatens fling on the first diver, acting as anti‑engage rather than engage. He fights only after the enemy gives a punish window — for example, when the backline uses mobility forward or the tank walks too far ahead of support — then enters immediately after major crowd control is spent, because Singed hates being locked down before he moves. Augments patch the reason he is losing: defensive or sustain tools when he dies before poison matters, mobility when he can survive but never reach priority targets, extended fight threat only if he can realistically stay alive, and sustain or recovery against heavy poke. Recovery comes from repeated good trades: he does not sprint in late to save a caught teammate, resets his angle after a missed Snowball or dodged approach, and takes space from small trades without overextending. If his carry is the only realistic win condition, he plays near them, flinging divers away and poisoning the route enemies must take. The simple rule is: when ahead, use Singed’s movement to shrink the enemy’s playable space without donating shutdowns; when behind, use the same movement to buy time, punish oversteps, and protect the teammate who can still win the fight.

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Singed in Mayhem ARAM is a chaos engine designed to force enemies into impossible decisions: either chase him through his poison trail or let him dictate the entire fight’s positioning. The mode’s accelerated gold and experience allow him to hit his item spikes much earlier than on Summoner’s Rift, turning his passive movement speed and poison damage into a constant, oppressive threat from the first few minutes. His passive grants bonus movement speed when near enemy champions, and in Mayhem this effect often ramps up faster or stacks more aggressively, enabling him to sprint through poke damage to reach the backline or escape dives that would kill a normal champion. This speed is the engine that makes everything else work—without it, his adhesive would be easy to walk out of and his flip would be telegraphed. However, overestimating that speed is fatal; running into a trap zone or turret dive without an exit plan only gets him killed faster. His poison trail is his primary damage source. Instead of last-hitting, he runs, leaving a trail that deals damage over time. In Mayhem, the damage ticks often scale harder and the trail may be wider or longer, turning the ground into a death zone. The goal is to maximize the time enemies spend in the cloud, forcing them to back off or die to chip damage. Early on, mana is a concern despite faster regeneration, so he must toggle the poison off when not threatening anyone to avoid being oomie during key fights. In teamfights, he creates zones by running through the enemy frontline and poisoning the backline, forcing them to scatter or suffer overlapping poison zones that shred health bars. His adhesive is his control tool—a flask that creates a sticky zone with a strong slow and, critically in Mayhem, a grounded effect that prevents dashes and blinks, including Snowball escapes. This makes it invaluable for cutting off escape routes, peeling for himself, or setting up his flip. He must aim where the enemy will be, not where they are, because the flask has travel time. Missing it leaves him without peel or setup for a long cooldown, so it should only be thrown when he knows he can land it or needs to zone a choke point. His flip is his kill move, a point-blank grab that throws an enemy over his shoulder, dealing damage and briefly stunning them on landing. In Mayhem, the damage may scale with max health or have a lower cooldown, making it a frequent threat. He uses it to reposition enemies into his poison, into his team, or under turret, and it interrupts channels and dashes. But flipping the wrong person can lose a fight—flipping a tank into his backline or saving an enemy by flipping them to safety wastes the cooldown and the opportunity. He must always know who he is flipping and where they will land. His ultimate is his go button, a potion that grants large bonuses to ability power, resistances, movement speed, and regeneration for a duration that is often longer in Mayhem, making him a raid boss for the fight. He pops it as he engages to survive initial burst and maximize damage, not when he is already low. Using it when no one is around or during a kited retreat wastes the cooldown. Hard crowd control—roots, stuns, knockups—shuts off his speed and leaves him vulnerable, especially chain CC. Ranged champions can poke him down before he closes, and mobile champions can dash out of his trail or zone.

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Singed wins Mayhem fights by making enemies choose badly: chase through poison, stand in bad ground, or waste damage on a target that is already leaving. Most mistakes happen when you play him like a normal frontliner or mage. You are not there to stand still and trade; your job is to cross the fight, break target selection, punish clumped enemies, and get out before the enemy team turns the lane into a firing squad. Mechanical errors start with poor poison management. Leaving Poison Trail on with no enemy near drains resources, leaving you unable to sustain it during the real fight. Toggle poison with intent: turn it on when enemies must walk through it, when kiting backward, or when cutting across a clump. If you wasted uptime, back off and wait for the next chase or retreat rather than forcing an engage. Running straight at the enemy front line before they spend crowd control gets you slowed, rooted, or burst before creating pressure. Approach from a side angle, behind minions, or after a key spell misses. If caught, stop pushing forward and kite backward through poison. Flinging the nearest target just because they are in range can undo a winning fight by throwing a tank into your backline or saving an enemy carry. Only Fling when the landing spot is useful: into your team, into poison, away from your carry, or out of a safe position. If you flip the wrong target, instantly peel them instead of chasing past. Dropping zone control after the enemy has already escaped makes the spell decoration. Place it where the enemy wants to walk next, not where they were. Do not chase into open space to justify a missed cast. Using your major durability or speed steroid after you are already chain-controlled and nearly dead loses the window where Singed is hard to pin down. Activate it before the dangerous part of the run, such as when committing through the front line or when enemies start turning on you. If you held it too long, use it defensively to leave the fight instead of greedily. Standing still after a Fling to auto gives enemies a clean punish window. Keep moving after the flip to drag poison across the escape route or pivot toward the next threat. If you froze and got chunked, do not re-engage at half health; kite backward through poison. Using Snowball or hard engage as a one-way ticket into five enemies before your team can follow leaves you isolated and feeding. Use engage tools only when your team is close enough to punish the displaced target. If you take a bad entry, move through the enemy and create a poison trail on the exit path. Decision mistakes also undermine Singed’s value. Building and playing as the main damage carry every game loses reliable engage, peel, and space control. Match your role to the lobby: if your team has damage, prioritize survival and disruption. Chasing one low-health enemy all the way down the lane while the real fight happens behind you leaves your backline vulnerable. Chase only if the kill is quick and does not expose your team. Starting fights when your damage dealers are clearing waves or too far back creates a disruption pattern nobody can use. Check teammate positions before committing. Ignoring enemy anti-chase tools against heavy control or poke leads to feeding; play patiently, threaten side angles, and wait for missed spells. Flipping tanks away from your carries when an assassin or bruiser is diving them wastes your best peel tool.

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Is Singed good in ARAM: Mayhem? Singed is good when your team can follow his chaos, not when he is the only person walking forward. If your allies have poke, traps, or delayed damage, run through the enemy line and make them chase through poison while your team hits the clumped targets. The tradeoff is that a bad engage looks very obvious: if you enter before your team is ready, you spend health for nothing and may hand over momentum. What is Singed trying to do in fights? Singed wants to split the enemy formation, force awkward movement, and punish anyone who chases too far. When a carry steps up, move past the front line, poison the path behind you, then Fling the target toward your team or away from their escape route. The tradeoff is target access: if you cannot reach the backline safely, peeling your own carries is often stronger than diving. Should I build Singed tanky or damage-focused? Build tankier when your team needs the first body in and the enemy has enough burst to delete you during the entry. Build more damage when your team already has a front line and the enemy has squishy champions who must walk through your poison to fight. The tradeoff is simple: tank Singed creates longer fights, while damage Singed punishes mistakes harder but has less room to recover from crowd control.

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