Max Order: R > Q > W > E
N/A
elementy / Procent zwycięstw / Popularność
N/A
26.9N/A
- 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
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- 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
- 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
- 3,000
- 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.
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.
48.03%- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
48.22%- Cena łączna
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
47.77%- 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.
49.11%- 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.
48.86%- 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.
47.54%- 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.
44.83%- Cena łączna
- 3,100
- Cena
- 750
+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.
50.29%- Cena łączna
- 1,200
- Cena
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
46.24%- Cena łączna
- 900
- Cena
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
45.94%- Cena łączna
- 3,200
- Cena
- 775
+400 Health 20% Tenacity The Claws that Catch Gain bonus Attack Damage. Lifeline Taking damage that would reduce your Health below 30% grants a decaying Shield for 4.5 seconds.
46.42%- Cena łączna
- 2,500
- Cena
- 625
+55 Attack Damage 15 Lethality Shield Reaver Damaging an enemy champion reduces Shields they gain by % for 3 seconds. If they were not already affected by Shield Reaver, reduce Shields on them by %.
50.00%N/A
- Cena łączna
- 350
- Cena
- 350
+10 Attack Damage
47.38%- Cena łączna
- 1,050
- Cena
- 100
+20 Attack Damage +10 Ability Haste
47.38%- Cena łączna
- 350
- Cena
- 350
+10 Attack Damage
48.90%- Cena łączna
- 1,000
- Cena
- 300
+20 Attack Damage 10 Lethality
48.90%- Cena łączna
- 350
- Cena
- 350
+10 Attack Damage
56.82%- Cena łączna
- 50
- Cena
- 50
Consume Restores +120 Health over 15 seconds.
56.82%- Cena łączna
- 1,000
- Cena
- 300
+20 Attack Damage 10 Lethality
56.82%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
- 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
- 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
- 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
- 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
- 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
N/Aelementy
- 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.
48.93%- 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.
49.46%- 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.
49.06%- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
48.63%- 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.
47.26%- Cena łączna
- 3,100
- Cena
- 750
+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.
48.64%- Cena łączna
- 3,200
- Cena
- 775
+400 Health 20% Tenacity The Claws that Catch Gain bonus Attack Damage. Lifeline Taking damage that would reduce your Health below 30% grants a decaying Shield for 4.5 seconds.
49.22%- Cena łączna
- 1,200
- Cena
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
49.43%- Cena łączna
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
46.76%- Cena łączna
- 3,300
- Cena
- 150
+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.
48.31%- 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%.
49.73%- 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.
44.22%N/A
- Cena łączna
- 350
- Cena
- 350
+10 Attack Damage
47.91%- Cena łączna
- 1,050
- Cena
- 100
+20 Attack Damage +10 Ability Haste
47.91%- Cena łączna
- 250
- Cena
- 250
+5 Ability Haste
51.48%- Cena łączna
- 350
- Cena
- 350
+10 Attack Damage
47.36%- Cena łączna
- 1,000
- Cena
- 300
+20 Attack Damage 10 Lethality
47.36%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
- 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
- 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
- 1,200
- Cena
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
- 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
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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.
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.
45.36%- 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.
45.32%- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
45.66%- Cena łączna
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
47.40%- 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.
46.62%- 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.
48.05%- 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.
46.18%- Cena łączna
- 3,000
- Cena
- 850
+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.
48.92%- Cena łączna
- 1,200
- Cena
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
45.87%- Cena łączna
- 900
- Cena
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
46.16%- Cena łączna
- 3,300
- Cena
- 150
+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.
44.92%- 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.
38.68%N/A
- Cena łączna
- 350
- Cena
- 350
+10 Attack Damage
45.25%- Cena łączna
- 1,000
- Cena
- 300
+20 Attack Damage 10 Lethality
45.25%- Cena łączna
- 350
- Cena
- 350
+10 Attack Damage
45.08%- Cena łączna
- 1,050
- Cena
- 100
+20 Attack Damage +10 Ability Haste
45.08%- Cena łączna
- 1,000
- Cena
- 300
+20 Attack Damage 10 Lethality
47.95%N/A
- 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
- 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
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- 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
- 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.
N/Aelementy
- 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.
41.63%- Cena łączna
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
41.62%- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
41.89%- 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.
42.97%- 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.
48.94%- Cena łączna
- 900
- Cena
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
41.10%- 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.
36.87%- Cena łączna
- 3,300
- Cena
- 550
+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.
44.52%- Cena łączna
- 1,200
- Cena
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
42.75%- Cena łączna
- 3,300
- Cena
- 150
+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.
41.33%- Cena łączna
- 3,500
- Cena
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
50.75%- Cena łączna
- 3,000
- Cena
- 850
+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.
36.91%N/A
- Cena łączna
- 350
- Cena
- 350
+10 Attack Damage
45.92%- Cena łączna
- 1,000
- Cena
- 300
+20 Attack Damage 10 Lethality
45.92%- Cena łączna
- 350
- Cena
- 350
+10 Attack Damage
40.16%- Cena łączna
- 1,050
- Cena
- 100
+20 Attack Damage +10 Ability Haste
40.16%- Cena łączna
- 1,000
- Cena
- 300
+20 Attack Damage 10 Lethality
37.41%Ulepszenia
Ulepszenia / Procent zwycięstw
| Nazwa | Rzadkość | Tier | Pick rate | Gry | |
|---|---|---|---|---|---|
Wybierz Stats on Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 53.08% | 4.00% | 746 |
Wybierz Transmute: Prismatic, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 51.67% | 7.90% | 1,471 |
Wybierz Giant Slayer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 49.18% | 5.57% | 1,037 |
Wybierz Transmute: Gold, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 48.75% | 4.31% | 802 |
Wybierz Nightstalking, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 48.48% | 4.41% | 821 |
Wybierz Swift and Safe, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 48.24% | 8.54% | 1,590 |
Wybierz Clown College, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 47.99% | 8.55% | 1,592 |
Wybierz Mighty Shield, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 47.06% | 4.93% | 918 |
Wybierz Outlaw's Grit, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 46.57% | 8.85% | 1,649 |
Wybierz Rabble Rousing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 46.04% | 6.51% | 1,212 |
Wybierz Jeweled Gauntlet, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 45.94% | 8.66% | 1,613 |
Wybierz Upgrade Hubris, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 45.94% | 19.35% | 3,605 |
Wybierz Shrink Engine, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 45.50% | 5.07% | 945 |
Wybierz Shadow Runner, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 45.48% | 6.95% | 1,295 |
Wybierz Goredrink, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 45.25% | 10.84% | 2,020 |
Wybierz Vampirism, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 44.92% | 17.12% | 3,190 |
Wybierz Earthwake, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 44.54% | 5.01% | 934 |
Wybierz Self Destruct, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 44.32% | 4.30% | 801 |
Wybierz Executioner, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 43.61% | 16.17% | 3,013 |
Wybierz The Brutalizer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 43.23% | 8.13% | 1,515 |
Wybierz Thread the Needle, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 42.77% | 9.84% | 1,833 |
Wybierz Final Form, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 42.76% | 4.16% | 774 |
Wybierz Nightstalking, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 42.74% | 10.14% | 1,888 |
Wybierz Goliath, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 42.67% | 6.08% | 1,132 |
Wybierz Infernal Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 42.66% | 5.34% | 994 |
Wybierz Critical Healing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 42.55% | 4.68% | 872 |
Wybierz Spiritual Purification, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 41.30% | 4.87% | 908 |
Wybierz Upgrade Collector, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 41.05% | 8.04% | 1,498 |
Wybierz Transmute: Chaos, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 53.46% | 2.79% | 520 |
Wybierz Red Envelopes, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 51.00% | 3.21% | 598 |
Wybierz Mad Scientist, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 47.07% | 3.11% | 580 |
Wybierz Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 46.54% | 2.48% | 462 |
Wybierz Dive Bomber, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 46.48% | 3.20% | 596 |
Wybierz Divine Intervention, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 46.30% | 1.96% | 365 |
Wybierz Holy Snowball, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 46.25% | 1.79% | 333 |
Wybierz Wind Beneath Blade, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 46.15% | 2.16% | 403 |
Wybierz Blunt Force, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 45.71% | 3.19% | 595 |
Wybierz Snowball Upgrade, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 45.49% | 3.69% | 688 |
Wybierz Donation, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 45.24% | 2.71% | 504 |
Wybierz Biggest Snowball Ever, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 44.94% | 2.76% | 514 |
Wybierz From Beginning to End, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 44.86% | 1.88% | 350 |
Wybierz Snowball Roulette, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 44.78% | 3.19% | 594 |
Wybierz Speed Demon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 44.37% | 2.29% | 426 |
Wybierz Get Excited, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 43.85% | 3.01% | 561 |
Wybierz Pandora's Box, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 43.84% | 1.87% | 349 |
Wybierz Poro Blaster, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 43.76% | 2.28% | 425 |
Wybierz Apex Inventor, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 43.73% | 2.01% | 375 |
Wybierz Bread And Butter, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 43.67% | 2.93% | 545 |
Wybierz EscAPADe, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 43.64% | 3.54% | 660 |
Wybierz Tank Engine, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 43.54% | 2.37% | 441 |
Wybierz Recursion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 43.42% | 2.61% | 486 |
Wybierz Demon's Dance, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 43.22% | 3.37% | 627 |
Wybierz It's Killing Time, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 43.19% | 3.00% | 558 |
Wybierz Soul Siphon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 42.67% | 2.82% | 525 |
Wybierz First-Aid Kit, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 42.60% | 2.36% | 439 |
Wybierz King Me, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 42.17% | 2.23% | 415 |
Wybierz Pinball, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 41.96% | 3.40% | 634 |
Wybierz Mystic Punch, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 41.89% | 2.55% | 475 |
Wybierz It's Critical, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 41.60% | 2.68% | 500 |
Wybierz Weighted Popoffs, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 41.60% | 2.68% | 500 |
Wybierz Dropkick, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 41.54% | 2.16% | 402 |
Wybierz Symphony of War, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 40.98% | 2.41% | 449 |
Wybierz Blade Waltz, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 40.32% | 3.38% | 630 |
Wybierz Upgrade Infinity Edge, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 40.21% | 2.08% | 388 |
Wybierz Prom Queen, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 39.49% | 1.89% | 352 |
Wybierz Quest: Steel Your Heart, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 32.05% | 2.09% | 390 |
Wybierz Escape Plan, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 48.81% | 1.58% | 295 |
Wybierz Quest: Urf's Champion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 48.45% | 0.86% | 161 |
Wybierz Growth Spurt, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 48.43% | 1.36% | 254 |
Wybierz Dawnbringer's Resolve, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 47.56% | 0.88% | 164 |
Wybierz Restless Restoration, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 47.47% | 1.06% | 198 |
Wybierz Heavy Hitter, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 46.63% | 0.96% | 178 |
Wybierz Leg Day, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 46.15% | 1.12% | 208 |
Wybierz Poro King, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 46.08% | 1.16% | 217 |
Wybierz Perseverance, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 45.77% | 1.08% | 201 |
Wybierz Frost Wraith, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 45.56% | 0.97% | 180 |
Wybierz Omni Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 45.35% | 0.92% | 172 |
Wybierz Slow and Steady, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 44.64% | 1.20% | 224 |
Wybierz Bread And Jam, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 44.53% | 1.33% | 247 |
Wybierz Tap Dancer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 43.93% | 0.93% | 173 |
Wybierz Protein Shake, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 43.81% | 1.13% | 210 |
Wybierz Sonata, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 43.73% | 1.41% | 263 |
Wybierz Ultimate Unstoppable, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 43.71% | 0.81% | 151 |
Wybierz Vulnerability, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 43.57% | 1.50% | 280 |
Wybierz Flashy, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 43.29% | 1.76% | 328 |
Wybierz Stats on Stats on Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 43.26% | 1.51% | 282 |
Wybierz Ultimate Awakening, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 43.01% | 1.04% | 193 |
Wybierz OK Boomerang, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 42.93% | 0.99% | 184 |
Wybierz Quantum Computing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 42.60% | 1.49% | 277 |
Wybierz Cheating, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 42.45% | 1.71% | 318 |
Wybierz Celestial Body, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 42.39% | 0.99% | 184 |
Wybierz Kill Secured, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 42.38% | 1.44% | 269 |
Wybierz Tank It Or Leave It, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 41.95% | 1.43% | 267 |
Wybierz Buff Buddies, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 41.20% | 1.34% | 250 |
Wybierz Double Tap, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 40.10% | 1.06% | 197 |
Wybierz Ultimate Revolution, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 39.02% | 1.32% | 246 |
Wybierz Infinite Recursion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 37.36% | 1.42% | 265 |
Wybierz Ethereal Weapon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 36.79% | 1.04% | 193 |
Wybierz All For You, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 34.04% | 1.01% | 188 |
Wybierz Deft, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 54.69% | 0.34% | 64 |
Wybierz Feel the Burn, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 54.55% | 0.35% | 66 |
Wybierz Goldrend, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 50.55% | 0.49% | 91 |
Wybierz Erosion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 47.95% | 0.39% | 73 |
Wybierz Back to Basics, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 47.25% | 0.49% | 91 |
Wybierz Repulsor, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 46.43% | 0.45% | 84 |
Wybierz Veil of Warding, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 45.53% | 0.66% | 123 |
Wybierz Sonic Boom, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 45.45% | 0.59% | 110 |
Wybierz Hextech Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 45.39% | 0.76% | 141 |
Wybierz Mountain Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 45.00% | 0.43% | 80 |
Wybierz Watch Out Grapefruit, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 43.92% | 0.79% | 148 |
Wybierz Mad Scientist, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 42.42% | 0.71% | 132 |
Wybierz Crit Ncast, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 42.16% | 0.55% | 102 |
Wybierz Glass Cannon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 41.55% | 0.76% | 142 |
Wybierz Windspeaker's Blessing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 41.11% | 0.48% | 90 |
Wybierz Gash, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 40.58% | 0.37% | 69 |
Wybierz Crack Open That Egg, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 40.30% | 0.72% | 134 |
Wybierz Holy Fire, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 38.30% | 0.76% | 141 |
Wybierz Homeguard, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 38.26% | 0.62% | 115 |
Wybierz Bread And Cheese, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 37.80% | 0.68% | 127 |
Wybierz Shrink Ray, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 37.63% | 0.50% | 93 |
Wybierz Scopier Weapons, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 36.56% | 0.50% | 93 |
Wybierz Droppybara, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 36.49% | 0.40% | 74 |
Wybierz Magic Missile, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 36.43% | 0.75% | 140 |
Wybierz Empyrean Promise, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 36.36% | 0.41% | 77 |
Wybierz Can't Touch This, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 36.27% | 0.55% | 102 |
Wybierz Typhoon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 31.43% | 0.38% | 70 |
Wybierz Upgrade Immolate, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 31.33% | 0.45% | 83 |
Wybierz With Haste, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 29.73% | 0.60% | 111 |
Wybierz Firebrand, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 27.69% | 0.35% | 65 |
Wybierz Missing Ping Augment, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T5 | 50.82% | 0.33% | 61 |
Wybierz Little Devil, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T5 | 47.37% | 0.31% | 57 |
Wybierz Quest: Icathia's Fall, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T5 | 46.03% | 0.34% | 63 |
Wybierz Fey Magic, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T5 | 45.16% | 0.33% | 62 |
Wybierz Empowered By The Faithful, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T5 | 39.62% | 0.28% | 53 |
Wybierz Lightning Strikes, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T5 | 33.33% | 0.31% | 57 |
Wybierz Marksmage, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T5 | 25.81% | 0.33% | 62 |
Lee Sin Skill Combos
Extracted from the skill order guide
Max Order: R > W > Q > E (Heavy Sustain/Dive Build)
Lee Sin Counters
Counters and threats extracted from the matchup guide
Counters
4Lee Sin counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Lee Sin is countered by these champions in ARAM: Mayhem.
Read counter detailsLee Sin Team Comp Highlights
Partner patterns extracted from the team comp guide
Core Team Functions Lee Sin Needs
Reliable Follow-Up Damage: Lee Sin creates openings with his kick, but he often leaves himself vulnerable after going in. He needs teammates who can instantly burst the target he isolates.
Reliable Follow-Up Damage: Lee Sin creates openings with his kick, but he often leaves himself vulnerable after going in. He needs teammates who can instantly burst the target he isolates. Hard Engage Support: While Lee Sin can engage with a Flash-R or a Insec kick, he benefits immensely from a primary engager like Malphite or Zac. This lets him save his kick for disengage or peel. Disengage Utility: If Lee Sin dives the backline and gets caught, he needs a support with knockbacks or shields to stabilize the fight. Top Teammate Synergies
Yasuo – The Ultimate Windwall Combo
Lee Sin ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Lee Sin is a gimmick pick relegated to a peel-bot or suicide-initiator role, offering a one-time burst of crowd control before dying. | He becomes a legitimate melee carry and sustained damage dealer who acts as a relentless diving menace that never leaves the fight. | Shift from a sacrificial initiator to a sustained disruptor who survives multiple rotations. |
| Skill Order Priority | Players must max Sonic Wave (Q) first for execute damage and the primary gap-close, adhering to a slow poke tempo. | Safeguard (W) spikes harder in value due to lower cooldowns, providing insane survivability and energy sustain for frequent repositioning. | Prioritize W to stay alive long enough to land multiple kicks instead of one big Q. |
| Ultimate Usage | Players hold Dragon's Rage for the perfect moment to kick a high-value target back into the enemy team. | You use the ultimate on cooldown to create chaos constantly, kicking the nearest person to generate knockups without hesitation. | Stop saving the kick for perfect moments; spam it to maximize damage and crowd control. |
| Snowball Utility | Snowball serves as the only reliable engage tool, following a predictable, linear pattern that enemies can easily track. | It becomes a movement anchor and reset tool used to escape danger or bridge distance while Q and W recharge. | Use Snowball constantly for repositioning rather than holding it for the perfect engage angle. |
| Build Philosophy | Builds lean into full damage or pure tank, often rushing Eclipse or Goredrinker for one-shot picks or survivability. | Itemization focuses on ability haste and survivability like Sundered Sky, prioritizing spamming abilities over bursting and dying. | Avoid glass cannon builds; prioritize haste and sustain to survive the constant fighting. |
Champion Analysis
Rola / Procent zwycięstw
Lee Sin the Blind Monk is a mechanically demanding fighter in ARAM: Mayhem whose core identity revolves around mobility, combo execution, and the high-impact Insec kick. The mode's dramatically reduced cooldowns transform him into one of the most agile champions available, allowing him to execute Sonic Waves and displacement plays with unprecedented frequency. His role centers on being a mobile fighter who creates opportunities through precise ability chaining rather than sustained damage or pure tanking. His passive, Flurry, establishes the foundation of his combat pattern by empowering his next two basic attacks with bonus attack speed after each ability cast. This mechanic rewards frequent casting and maintains extremely high attack speed throughout extended fights, making ability weaving essential to his damage output. His Q ability, Sonic Wave and Resonating Strike, serves as his primary engagement and chasing tool. The first cast fires a sound wave that marks enemies, while the second dashes to the marked target. The reduced cooldowns in Mayhem enable flexible engagement patterns that would be impossible in standard play. His W ability, Safeguard and Iron Will, functions as his core defensive tool, allowing him to dash to an ally or ward while providing shielding. This ability becomes essential for protecting key allies and enables his signature repositioning plays. His E ability, Tempest and Cripple, delivers his primary crowd control through AoE damage and a slow on the second cast. Frequent use allows him to continuously slow the enemy team, creating openings for follow-up plays. Dragon's Rage, his ultimate, represents his highest-impact ability in Mayhem. Kicking an enemy causes them to knock up any allies they collide with, meaning a well-executed kick on an enemy carry into their own team creates devastating chain knock-ups that can decide teamfights. This ability defines his strategic value as a playmaker who can turn enemy positioning against them. Lee Sin's practical value in ARAM: Mayhem comes from his ability to force engagements, peel for allies through mobility, and create game-changing displacement plays. His extremely high skill ceiling means his effectiveness scales dramatically with player execution. The combination of frequent dashes, sustained attack speed from ability weaving, and the potential for multi-person knock-ups makes him a fighter whose strategic worth lies in creating chaos and opportunity rather than raw damage output. Players must balance aggressive engagement with awareness of escape routes through Safeguard, as his effectiveness depends entirely on chaining abilities fluidly and positioning for maximum ultimate impact.
Kluczowe porady
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Lee Sin in ARAM: Mayhem lives or dies by his entry angle, making engage positioning the most critical skill to master. Walking straight at the enemy death ball is a death sentence; instead, use extended brush and side positioning to find flanks. The primary engage tool is Sonic Wave into Resonating Strike, but layering gap-closes with Snowball Mark is often necessary. A reliable pattern involves throwing Snowball, waiting for enemies to burn key peel, then Mark-dashing in and immediately Qing onto a priority target. Save Dragon's Rage for landing in the middle of the enemy team. Kicking the tank into their backline should only happen when setting up a wombo combo for teammates. In most scenarios, the Insec remains the goal: dash in, place a ward behind the enemy carry, Ward Hop behind them, and R them into your team. Mayhem's accelerated cooldowns sometimes allow this without a ward by using W on a minion or ally behind for the swap, though this is harder to execute. Lee Sin excels as an anti-dive champion. When enemies hard-engage, standing near carries and waiting for divers to commit before Dragon's Raging them away creates a temporary 4v5 and ruins engage rhythm. Using E for AoE reveal and slow helps the team kite back, and augments that reduce cooldowns on ability hits enable continuous peeling. Q should stay ready for peel rather than chasing fleeing enemies during counter-engage. Escape and recovery rely on target availability. When collapsed on, look for minion waves or jungle camp objects on the fight's edge and Safeguard to them immediately. A risky "boomerang" play involves Qing a distant enemy or minion, riding the projectile, then Wing back to the original position. Snowball serves as a partial escape tool by Mark-dashing through chasing packs to create distance. ARAM's single lane benefits Lee Sin with more Q and W targets, but skill shots are harder to dodge. Hugging walls limits flank angles and sets up Insecs more easily. Tempest becomes extremely effective for checking bushes or revealing stealth champions in tight spacing. Target priority focuses on isolating or deleting the enemy's primary damage dealer, not wasting full combos on tanks. Against oppressive sustain supports, kicking the healer into your team or away from allies often proves more valuable than chunking a tank. Snowball is a setup tool, not a damage source. The best throw window is when enemies step forward to last-hit or cast spells with wind-up animations. Holding the Mark creates zoning pressure, and committing the dash only when Q is available prevents becoming a sitting duck. Augments that trigger on ability casts reward weaving abilities between auto-attacks rather than dumping them at once. When behind, shifting to a defensive peeler role and building tanky or utility-focused items preserves value, as utility remains constant even when damage falls off.
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Lee Sin the Blind Monk enters Mayhem with high burst potential but limited sustain in the early game, establishing an in-and-out trading pattern as his core rhythm. The fundamental combo involves landing Sonic Wave on a squishy target, dashing in with Resonating Strike, following up with Tempest and Cripple to slow return damage, then using Safeguard to escape to a low-health minion or ally. The minion wave serves as a launchpad for these engagements, and pushed waves create opportunities to crash into the tower and look for Dragon's Rage kicks that send enemies into their own turret or into your team. Snowball functions as both a gap-closer and a bluffing tool, where holding the mark can zone enemies and force them to burn cooldowns even without committing the dash. When ahead at level 6, Lee Sin looks for all-in opportunities by kicking the primary threat into a wall or their backline. When behind, he stops engaging entirely and uses Q only for last-hitting or max-range poke while saving W to shield caught teammates. During the mid game, augments determine whether Lee Sin transitions into a burst assassin with damage and cooldown reduction picks or becomes a peel bot for carries with defensive or utility choices. Positioning slightly off to the side of the main wave allows Sonic Wave to bypass frontline tanks and hit mages or marksmen directly. The trading rhythm accelerates with Mayhem's ability haste, enabling the Q-Q-W-W combo that keeps his health high while chipping away at enemies. Wave management decisions depend on enemy composition: shoving hard against long-range poke champions like Ziggs or Xerath prevents them from setting up, while letting the wave come to you against hard engage like Malphite or Leona baits them into overextending for backward kicks. When ahead, aggressive vision control and flank angles from side brushes let him bypass the frontline to kill the backline. When behind, standing in front of the ADC and using Dragon's Rage to kick divers away saves lives more effectively than desperate offensive kicks. Late game Mayhem brings long death timers where one good kick can end the game. Positioning becomes disciplined, hiding in brushes or behind walls while waiting for the Insec opportunity: dashing to a minion or ally behind the target, then Flashing behind them and using Dragon's Rage to send them into your team. When the Insec angle is unavailable, Lee Sin switches to peel and protection, using Cripple on enemy auto-attackers, shielding focused allies with Safeguard, and saving Q as a finisher for escaping low-health targets. Snowball usage shifts toward repositioning rather than engaging, creating chaos by jumping to the enemy backline when assassins dive, or escaping to safe minions. Chasing kills into the enemy base is ill-advised unless the inhibitor is already down. When ahead, forcing a siege with Q poke into dives prevents enemy healing and pushes advantages. When behind, the turtle strategy involves clearing waves with Tempest and holding the ultimate for inevitable dives, where a well-timed kick on a diving tank can send them under your tower to turn the fight.
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Procent zwycięstw / Popularność
Lee Sin transforms from a skirmisher into an executioner when snowballing in Mayhem. An aggressive stance becomes viable once you have a gold lead of 1,500 or more, your team has taken the enemy inhibitor turret, you possess an augment that enhances gap-close or burst damage, or the enemy team lacks reliable point-and-click crowd control to stop your Dragon's Rage follow-up. At this point, your role shifts from farming and scaling to suffocating the enemy under their tower and forcing fights on your terms. When ahead, stop fishing for damage and look for insec kicks to isolate priority targets. Reduced cooldowns in Mayhem mean you do not need to save Safeguard for a perfect escape. Use it aggressively to gap-close if Sonic Wave is on cooldown. If you land Q on a squishy target, flying in immediately can force enemies to burn summoner spells or defensive abilities, creating openings for your team. Your primary win condition is the Dragon's Rage chain, kicking a high-value target into their team for significant collateral damage. Knocking up two or three enemies essentially ends the fight. Consistency beats style, so use simple Flash-kicks when they guarantee kills. Avoid throwing leads by not diving deep without backup, as Lee Sin melts to focused fire even with advantages. Check your team's position before committing. Respect enemy resets by taking objectives or inhibitors rather than chasing kills into the enemy fountain. Track major cooldowns and avoid engaging into a full team with ultimates ready when your team has none. Augments granting shields or healing on ability hit let you play like a bruiser, while purely offensive augments require an assassin playstyle. When behind, Lee Sin feels useless, unable to dive the backline or trade effectively due to range limitations. A defensive stance triggers when your team is down two or more towers, the enemy is sieging your inhibitor, you are under-leveled with incomplete core items, or the enemy has multiple tanks or bruisers you cannot kill in one rotation. Stop aiming for carries, as you will get kited and killed. Instead, use Sonic Wave to check bushes or finish low-health overextenders. Dragon's Rage becomes a defensive tool to peel divers off your carries. Tempest Cripple provides value against auto-attackers, reducing their damage output significantly if you can survive in the frontline. Recovery requires waiting for enemy mistakes, as overconfident carries may step too far forward. Use Snowball as a setup to guarantee crowd control lands with point-blank abilities. Identify which teammate has the best carry potential and protect them with Safeguard shields and peel kicks. Augments providing crowd control extension or survivability become lifelines. Do not chase kills past enemy towers, as deaths while behind often seal the game. Accept that you cannot win every fight, clear waves when possible, and look for picks when enemies rotate or get impatient.
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Bohaterowie / Rola
Lee Sin the Blind Monk thrives in Mayhem because the mode amplifies his mobility and pick potential while reducing the punishment for missing a Sonic Wave. Lower cooldowns and frequent Snowballs let him fly across the map, but he still demands clean mechanics. If you whiff your gap-closers or blow your kick at the wrong target, you become a squishy melee with no escape route. His passive, Flurry, is the engine that keeps his combo chain running. After casting any ability, his next two basic attacks gain attack speed and restore energy. In Mayhem's chaotic teamfights, the attack speed spike is more valuable for weaving damage than the energy return, since regen is accelerated globally. The passive bridges the gap between ability casts, and a typical pattern involves weaving autos between abilities to maximize damage and resources. If you dive the backline, landing those two empowered autos is often the difference between having enough energy for a Safeguard escape or standing there auto-attacking until you die. Sonic Wave and Resonating Strike serve as his primary engage and finisher. The execute scaling on Q2 makes it lethal against targets that have already been chipped by poke, and in Mayhem's rapidly fluctuating health pools, Q2 often acts as a closer rather than an opener. Minion blocking is the main counter to this ability, as smart enemies stay behind the wave, forcing Lee Sin to flank or use Snowball to bypass the frontline. Safeguard and Iron Will form his safety net. He can dash to any ally, including the Snowball projectile itself if timed correctly, or minions behind him, making him incredibly slippery when a dash is available. This ability bridges aggression and survival, allowing him to engage, deal damage, and escape. However, using it offensively with no exit plan leaves him stranded. Tempest and Cripple provide wave clear and a critical reveal tool against brushes and stealth champions common in Mayhem. The slow from E2 helps chase or peel, and the magic damage is often underestimated in clustered fights. Against stealth champions, the reveal effect on E1 serves as a hard counter to their invisibility. Dragon's Rage is his playmaking ultimate. In Mayhem's clustered fights, a good kick can hit three or four enemies, serving as both a kill secure and a peel tool. The famous Insec combo defines Lee Sin, and in Mayhem he can simplify this by using Snowball or a minion to get behind enemies, then kick them backwards. A bad R can save the enemy, turning a guaranteed kill into a failed engage, so checking the angle before pressing R is essential.
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Lee Sin in ARAM: Mayhem lives and dies by his ability to read the chaos, and the mode's accelerated pacing punishes sloppy mechanics instantly. One bad Insec or missed Sonic Wave often means giving the enemy a free kill because your escape tool is now on cooldown. Mechanical mistakes center on ability misuse. Missing Sonic Wave and dashing with Safeguard anyway burns your only targeted escape to walk into the enemy team with no damage follow-up, leaving you as a melee fighter with no cooldowns surrounded by five enemies. Treat Safeguard as a precious resource; if Q misses, reposition and wait for the next window. Using Dragon's Rage on a full-health target surrounded by their team effectively heals the enemy by kicking them to safety while dealing minor damage, ruining your team's kill pressure. Save the kick for low-health executes or to peel divers off your backline. Flailing Tempest Crush's second activation without hitting anyone removes the potential slow and Cripple debuff, allowing enemies to walk away or turn on you with full movement speed. Wait until you are in melee range before activating E2. Self-casting Safeguard for the shield when an ally is in range misses out on a free gap-close or escape angle, leaving you kited. Almost always W to an ally or minion to close distance or dodge skill shots. Decision mistakes involve poor target selection and engagement timing. Forcing the Insec kick on a tank or bruiser early isolates you deep in enemy lines, often killing you before you can press R, or kicks a non-threat into your own team. Look for kicks on squishy carries or use R to execute low-health targets in front of you. Blindly using Snowball to engage into five enemies overwrites your ability to react, turning you into a projectile with no control landing in enemy crowd control. Save Snowball for specific targets you cannot reach with Q or as a dodge tool. Ignoring the backline to duel the enemy frontline wastes time hitting high-armor targets while enemy carries freely damage your team. Lee Sin's burst excels against squishies, but his sustained damage against tanks is mediocre. Look for flank angles or Q-Q-W-R combos to access the backline. Building pure damage when your team lacks a frontline results in getting one-shot the moment you go in, providing no zoning or peel. Adapt your build with defensive items if needed. Using Resonating Strike to execute a target clearly out of range sends you under enemy tower or into the enemy team just to watch the target survive. Track the execute damage threshold accurately; if in doubt, do not follow up. Recovery on Lee Sin is often about swallowing your pride. If a play goes wrong, stop trying to force the next ability to fix it. Disengage, reset, and wait for your cooldowns. A Lee Sin with all spells up is a threat; a Lee Sin with everything on cooldown is just a free kill for the enemy team.
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Lee Sin
Is Lee Sin strong in ARAM: Mayhem? He is a high-skill skirmisher who thrives on chaos but struggles if he falls behind early. Mayhem's accelerated gold and experience helps him reach his damage spike faster than on Summoner's Rift. You need to land combos consistently, because a Lee Sin who misses Q deals almost no relevant damage. He wins short, explosive trades and loses extended poke wars. What is the best way to use Sonic Wave (Q) in this mode? Use it to check bushes or force movement rather than fishing for max-range snipes across the map. Landing Q on a frontliner lets you gap-close, but you must decide immediately whether to follow up or disengage. If you miss, back off until the cooldown returns, since you are vulnerable without your main damage tool. Hiding behind minions blocks the projectile, so angle your shots or wait for the wave to thin out. When should I go in with Resonating Strike (Q2)? Go in when your target is isolated, low on health, or when your team has follow-up damage ready. Hitting a squishy target usually justifies the commitment, but hitting a tank with full HP often gets you killed for free. Look for targets that have already used their major crowd control or escape abilities. If you are unsure, save the second cast and use the vision to plan your next move.
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