In simple form: R > Q > W > E.
N/A
elementy / Procent zwycięstw / Popularność
N/A
26.9N/A
- Cena łączna
- 2,900
- Cena
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Cena łączna
- 3,000
- 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
- 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.
48.92%- 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.
49.07%- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
49.51%- Cena łączna
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
52.84%- 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.
49.63%- 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.
49.45%- Cena łączna
- 1,200
- Cena
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
48.00%- Cena łączna
- 3,100
- Cena
- 750
+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.
49.65%- Cena łączna
- 3,000
- Cena
- 850
+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.
56.27%- Cena łączna
- 900
- Cena
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
49.75%- 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 %.
50.56%- Cena łączna
- 3,000
- Cena
- 500
+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.
53.92%N/A
- Cena łączna
- 350
- Cena
- 350
+10 Attack Damage
48.87%- Cena łączna
- 1,050
- Cena
- 100
+20 Attack Damage +10 Ability Haste
48.87%- Cena łączna
- 1,050
- Cena
- 100
+20 Attack Damage +10 Ability Haste
47.80%- Cena łączna
- 1,000
- Cena
- 300
+20 Attack Damage 10 Lethality
51.34%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
- 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
- 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
- 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
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.
52.07%- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
51.42%- Cena łączna
- 3,300
- Cena
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
52.19%- Cena łączna
- 3,000
- Cena
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
51.64%- Cena łączna
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
52.74%- 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.
54.56%- Cena łączna
- 3,100
- Cena
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
50.56%- Cena łączna
- 3,100
- Cena
- 750
+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.
52.48%- 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.
50.27%- Cena łączna
- 1,200
- Cena
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
53.65%- Cena łączna
- 900
- Cena
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
50.00%- 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.
54.90%N/A
- Cena łączna
- 350
- Cena
- 350
+10 Attack Damage
53.64%- Cena łączna
- 1,050
- Cena
- 100
+20 Attack Damage +10 Ability Haste
53.64%- Cena łączna
- 1,050
- Cena
- 100
+20 Attack Damage +10 Ability Haste
52.49%- Cena łączna
- 1,000
- Cena
- 300
+20 Attack Damage 10 Lethality
49.49%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
- 3,100
- Cena
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Cena łączna
- 3,300
- 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.
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.
53.90%- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
53.45%- 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.
53.28%- Cena łączna
- 2,900
- Cena
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
53.42%- Cena łączna
- 3,100
- Cena
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
52.80%- 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.
51.77%- Cena łączna
- 1,200
- Cena
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
52.20%- 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.
54.43%- Cena łączna
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
52.84%- 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.
54.10%- 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.
50.86%- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
48.91%N/A
- Cena łączna
- 1,050
- Cena
- 100
+20 Attack Damage +10 Ability Haste
52.42%- Cena łączna
- 350
- Cena
- 350
+10 Attack Damage
52.59%- Cena łączna
- 1,050
- Cena
- 100
+20 Attack Damage +10 Ability Haste
52.59%- Cena łączna
- 250
- Cena
- 250
+5 Ability Haste
56.62%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.
44.79%- Cena łączna
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
44.84%- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
47.25%- Cena łączna
- 2,900
- Cena
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
44.05%- 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.
45.90%- 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.
43.36%- Cena łączna
- 1,200
- Cena
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
43.51%- Cena łączna
- 900
- Cena
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
40.80%- 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.
46.61%- Cena łączna
- 3,500
- Cena
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
42.20%- Cena łączna
- 3,000
- Cena
- 150
+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.
50.55%- Cena łączna
- 2,850
- Cena
- 313
+55 Attack Damage 18 Lethality +10 Ability Haste Cleave Attacks deal physical damage to nearby enemies. Heretical Cleave Deal physical damage around you.
47.49%N/A
- Cena łączna
- 1,000
- Cena
- 300
+20 Attack Damage 10 Lethality
42.59%- Cena łączna
- 350
- Cena
- 350
+10 Attack Damage
45.74%- Cena łączna
- 1,050
- Cena
- 100
+20 Attack Damage +10 Ability Haste
45.74%- Cena łączna
- 50
- Cena
- 50
Consume Restores +120 Health over 15 seconds.
49.07%- Cena łączna
- 1,000
- Cena
- 300
+20 Attack Damage 10 Lethality
49.07%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 | 58.00% | 3.76% | 669 |
Wybierz Goliath, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 57.58% | 6.19% | 1,101 |
Wybierz Clown College, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 57.02% | 8.21% | 1,461 |
Wybierz Nightstalking, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 56.24% | 4.37% | 777 |
Wybierz Transmute: Prismatic, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 55.52% | 6.62% | 1,178 |
Wybierz Giant Slayer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 54.32% | 5.07% | 902 |
Wybierz Jeweled Gauntlet, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 54.27% | 7.51% | 1,336 |
Wybierz EscAPADe, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 52.92% | 4.43% | 788 |
Wybierz Slap Around, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 52.84% | 10.40% | 1,851 |
Wybierz Goredrink, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 52.66% | 8.13% | 1,447 |
Wybierz Spiritual Purification, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 52.12% | 5.05% | 898 |
Wybierz Weighted Popoffs, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 52.05% | 4.52% | 805 |
Wybierz Upgrade Hubris, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 51.71% | 18.37% | 3,270 |
Wybierz The Brutalizer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 51.65% | 8.51% | 1,514 |
Wybierz Swift and Safe, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 51.57% | 4.64% | 826 |
Wybierz Vampirism, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 51.17% | 12.98% | 2,310 |
Wybierz Executioner, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 50.84% | 20.09% | 3,576 |
Wybierz Self Destruct, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 50.44% | 3.81% | 678 |
Wybierz Soul Eater, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 50.34% | 4.94% | 880 |
Wybierz Thread the Needle, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 49.80% | 11.50% | 2,046 |
Wybierz Mystic Punch, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 49.48% | 5.44% | 968 |
Wybierz Demon's Dance, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 49.47% | 4.80% | 855 |
Wybierz Rabble Rousing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 49.45% | 4.08% | 726 |
Wybierz Shrink Engine, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 49.21% | 5.31% | 945 |
Wybierz Dashing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 48.69% | 5.14% | 914 |
Wybierz Upgrade Collector, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 48.43% | 8.60% | 1,530 |
Wybierz Nightstalking, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 48.00% | 9.95% | 1,771 |
Wybierz Get Excited, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 47.41% | 4.44% | 791 |
Wybierz Infernal Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 47.17% | 5.26% | 937 |
Wybierz Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 55.93% | 1.99% | 354 |
Wybierz Kill Secured, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 55.48% | 2.41% | 429 |
Wybierz Transmute: Gold, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 54.01% | 3.51% | 624 |
Wybierz Red Envelopes, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 54.00% | 3.09% | 550 |
Wybierz Pinball, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 53.82% | 2.94% | 524 |
Wybierz Transmute: Chaos, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 53.77% | 2.31% | 411 |
Wybierz Snowball Upgrade, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 53.72% | 3.02% | 538 |
Wybierz Biggest Snowball Ever, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 53.47% | 2.27% | 404 |
Wybierz Blunt Force, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 53.44% | 2.78% | 494 |
Wybierz Vulnerability, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 52.65% | 1.70% | 302 |
Wybierz Speed Demon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 52.04% | 2.48% | 442 |
Wybierz Snowball Roulette, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 51.97% | 2.85% | 508 |
Wybierz Poro Blaster, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 51.73% | 2.27% | 404 |
Wybierz Donation, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 51.57% | 2.51% | 446 |
Wybierz Recursion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 51.56% | 2.88% | 512 |
Wybierz Quest: Steel Your Heart, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 51.51% | 2.24% | 398 |
Wybierz Dive Bomber, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 51.35% | 2.91% | 518 |
Wybierz Divine Intervention, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 50.62% | 1.82% | 324 |
Wybierz Dropkick, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 50.58% | 1.92% | 342 |
Wybierz Wind Beneath Blade, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 50.57% | 3.42% | 609 |
Wybierz Tank Engine, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 50.00% | 2.87% | 510 |
Wybierz King Me, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 49.90% | 2.86% | 509 |
Wybierz Shadow Runner, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 49.70% | 2.78% | 495 |
Wybierz Soul Siphon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 49.66% | 3.26% | 580 |
Wybierz Symphony of War, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 49.45% | 2.55% | 453 |
Wybierz Double Tap, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 49.30% | 2.01% | 357 |
Wybierz It's Critical, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 48.55% | 3.29% | 585 |
Wybierz Bread And Jam, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 48.25% | 2.74% | 487 |
Wybierz Outlaw's Grit, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 47.50% | 3.15% | 560 |
Wybierz It's Killing Time, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 47.12% | 2.05% | 365 |
Wybierz Final Form, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 46.91% | 2.00% | 356 |
Wybierz Bread And Butter, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 46.79% | 3.06% | 545 |
Wybierz Mad Scientist, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 45.78% | 3.46% | 616 |
Wybierz Upgrade Infinity Edge, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 45.71% | 3.15% | 560 |
Wybierz Apex Inventor, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 45.31% | 1.80% | 320 |
Wybierz Blade Waltz, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 44.47% | 2.94% | 524 |
Wybierz Master of Duality, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 44.07% | 2.84% | 506 |
Wybierz Pandora's Box, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 56.68% | 1.39% | 247 |
Wybierz OK Boomerang, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 56.35% | 1.11% | 197 |
Wybierz Back to Basics, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 54.76% | 1.42% | 252 |
Wybierz Ocean Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 54.36% | 0.84% | 149 |
Wybierz Growth Spurt, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 54.08% | 1.10% | 196 |
Wybierz Escape Plan, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 52.42% | 1.28% | 227 |
Wybierz Stats on Stats on Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 52.07% | 1.22% | 217 |
Wybierz Earthwake, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 51.90% | 1.18% | 210 |
Wybierz Buff Buddies, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 51.49% | 1.13% | 202 |
Wybierz Dawnbringer's Resolve, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 51.45% | 0.97% | 173 |
Wybierz Twin Fire, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 51.21% | 1.16% | 207 |
Wybierz Tank It Or Leave It, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 50.92% | 1.52% | 271 |
Wybierz Infinite Recursion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 50.00% | 1.56% | 278 |
Wybierz Omni Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 50.00% | 0.80% | 142 |
Wybierz Quantum Computing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 49.78% | 1.30% | 231 |
Wybierz Frost Wraith, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 49.64% | 0.78% | 139 |
Wybierz Prom Queen, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 49.37% | 1.34% | 239 |
Wybierz From Beginning to End, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 48.82% | 1.67% | 297 |
Wybierz Celestial Body, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 48.50% | 0.94% | 167 |
Wybierz Perseverance, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 48.42% | 1.07% | 190 |
Wybierz Leg Day, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 47.52% | 1.13% | 202 |
Wybierz Flashy, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 47.06% | 1.15% | 204 |
Wybierz Slow and Steady, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 46.67% | 1.43% | 255 |
Wybierz Holy Snowball, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 46.61% | 1.41% | 251 |
Wybierz Heavy Hitter, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 46.53% | 1.13% | 202 |
Wybierz Tap Dancer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 46.19% | 1.11% | 197 |
Wybierz Scopier Weapons, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 45.78% | 0.93% | 166 |
Wybierz Poro King, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 45.58% | 0.83% | 147 |
Wybierz Critical Healing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 45.45% | 1.67% | 297 |
Wybierz Ethereal Weapon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 45.19% | 1.34% | 239 |
Wybierz Grandma's Chili Oil, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 45.03% | 0.85% | 151 |
Wybierz Overflow, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 43.61% | 1.49% | 266 |
Wybierz Cheating, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 42.31% | 1.31% | 234 |
Wybierz Bread And Cheese, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 42.12% | 1.53% | 273 |
Wybierz Restless Restoration, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 42.11% | 0.85% | 152 |
Wybierz Quest: Icathia's Fall, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 60.87% | 0.39% | 69 |
Wybierz Mad Scientist, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 58.47% | 0.66% | 118 |
Wybierz Firefox, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 56.39% | 0.75% | 133 |
Wybierz Guilty Pleasure, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 54.76% | 0.71% | 126 |
Wybierz Magic Missile, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 54.33% | 0.71% | 127 |
Wybierz Firebrand, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 53.66% | 0.46% | 82 |
Wybierz Gash, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 53.66% | 0.46% | 82 |
Wybierz Quest: Urf's Champion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 51.54% | 0.73% | 130 |
Wybierz Adamant, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 51.11% | 0.51% | 90 |
Wybierz Fan the Hammer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 50.77% | 0.37% | 65 |
Wybierz Watch Out Grapefruit, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 50.39% | 0.71% | 127 |
Wybierz Upgrade Immolate, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 49.37% | 0.44% | 79 |
Wybierz Phenomenal Evil, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 49.11% | 0.63% | 112 |
Wybierz Cerberus, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 49.02% | 0.57% | 102 |
Wybierz Erosion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 49.00% | 0.56% | 100 |
Wybierz Glass Cannon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 48.89% | 0.76% | 135 |
Wybierz Droppybara, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 48.86% | 0.49% | 88 |
Wybierz Goldrend, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 48.05% | 0.43% | 77 |
Wybierz Courage of the Colossus, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 47.97% | 0.69% | 123 |
Wybierz Ultimate Awakening, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 47.44% | 0.44% | 78 |
Wybierz Veil of Warding, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 47.11% | 0.68% | 121 |
Wybierz Shrink Ray, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 47.11% | 0.68% | 121 |
Wybierz Typhoon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 47.06% | 0.38% | 68 |
Wybierz Homeguard, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 46.94% | 0.55% | 98 |
Wybierz Hextech Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 46.81% | 0.53% | 94 |
Wybierz Can't Touch This, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 46.38% | 0.39% | 69 |
Wybierz Repulsor, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 46.38% | 0.39% | 69 |
Wybierz Twice Thrice, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 45.38% | 0.67% | 119 |
Wybierz Slow Cooker, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 45.31% | 0.36% | 64 |
Wybierz Impassable, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 44.90% | 0.55% | 98 |
Wybierz With Haste, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 44.33% | 0.55% | 97 |
Wybierz Upgrade Sheen, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 44.19% | 0.72% | 129 |
Wybierz Zealot, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 43.90% | 0.46% | 82 |
Wybierz Deft, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 43.86% | 0.64% | 114 |
Wybierz Crit Ncast, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 42.64% | 0.72% | 129 |
Wybierz Lightning Strikes, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 42.55% | 0.53% | 94 |
Wybierz Mountain Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 40.68% | 0.33% | 59 |
Wybierz Protein Shake, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 39.06% | 0.36% | 64 |
Wybierz Tormentor, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 39.02% | 0.46% | 82 |
Wybierz Marksmage, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 37.37% | 0.56% | 99 |
Wybierz ADAPt, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 32.53% | 0.47% | 83 |
Wybierz Searing Dawn, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T5 | 55.77% | 0.29% | 52 |
Wybierz Feel the Burn, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T5 | 53.45% | 0.33% | 58 |
Wybierz Little Devil, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T5 | 51.72% | 0.33% | 58 |
Wybierz Dual Wield, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T5 | 49.06% | 0.30% | 53 |
Wybierz Void Rift, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T5 | 42.59% | 0.30% | 54 |
Wybierz Scoped Weapons, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T5 | 40.35% | 0.32% | 57 |
Wybierz Light 'em Up!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T5 | 37.04% | 0.30% | 54 |
Pantheon Skill Combos
Extracted from the skill order guide
Consider R > Q > E > W only when the enemy comp punishes every W engage with instant burst, layered crowd control, or heavy return damage, and your team wins if you absorb pressure rather than start kills.
Normal order: R whenever available, then Q max first, W max second, E max last.
Pantheon Counters
Counters and threats extracted from the matchup guide
Counters
5Pantheon counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Pantheon is countered by these champions in ARAM: Mayhem.
Read counter detailsPantheon Team Comp Highlights
Partner patterns extracted from the team comp guide
High-value Dive Delivery And Fight Control
Pantheon gives Orianna a clean delivery target. When he commits with Shield Vault or enters with Grand Starfall, Orianna can attach the ball to him and threaten a layered engage instead of fishing from max range.
Guaranteed Setup For A Channel Damage Wipe
Pantheon's targeted stun gives Miss Fortune the one thing she wants most: a target that cannot instantly walk out of her damage. His pressure also makes enemies bunch behind minions or terrain, which creates better angles for her ultimate.
Double Engage That Forces Defensive Spells
Amumu gives Pantheon a second initiation button and much better teamfight lockdown. Pantheon can either start first with a targeted stun so Amumu lands safely, or hold his own engage until Amumu catches multiple enemies.
Long-range Pick Conversion And Clean Target Finishing
Pantheon creates a reliable first hit for Jhin's follow-up crowd control and long-range damage. Jhin also gives Pantheon something he badly wants after a dive: finishing power from a safe distance, so Pantheon does not have to keep chasing through the entire enemy team.
Safer Dives And Stronger Anti-assassin Fights
Lulu covers Pantheon's biggest practical weakness: he can start a fight, but he can be punished hard after his first rotation. Shields, bonus survivability, and peel let him stay in the fight long enough for the team to finish the target.
Pantheon ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Pantheon plays as a front-loaded pick champion who threatens carries with Snowball, stun, and empowered damage, then uses shielding to absorb return fire. | Pantheon shifts to a tempo fighter who forces bad movement, burns key defenses, and re-engages when enemies overstep after the first trade. | Do not dive without follow-up; hold position and commit only after enemies spend defensive tools. |
| Shield Timing | Players often press shield immediately after diving because they expect retaliation, using it as part of the engage routine. | Shield is more valuable as a recovery tool saved for actual punish windows like enemy counter-dives or incoming crowd control chains. | Hold shield for real burst moments instead of wasting it during dead time after engaging. |
| Snowball Use | Landing Snowball on a carry often means taking it, as it lines up cleanly with stun and burst for a clean engage. | A landed mark is information first; ask if your team can follow, if the target has defensive tools, and if enemies are waiting to collapse. | Take Snowball only when the target is isolated and enemies have used key disengage tools. |
| Ultimate Usage | Grand Starfall can start fights, punish low-health backlines, or return to lane with moderate risk. | Landing behind five empowered enemies without guaranteed follow-up is often suicide; use it to cut off retreats or arrive after enemy tools are committed. | Use ultimate to close traps or join winning fights, not to start heroic solo engages. |
| Target Selection | Killing any squishy can be enough; one successful pick often opens the lane for your team. | Trading one-for-one into a non-carry champion loses tempo; target damage sources, reset champions, or key supports, or peel instead. | Hit targets that decide fights, not just the easiest low-health champion visible. |
| Positioning | Pantheon can stand near the front and threaten anyone who steps too close on the narrow bridge. | Standing dead center makes you easy to read; play from side angles so carries must choose between backing off or walking toward stun range. | Use side angles to force bad enemy movement and avoid predictable center-line engages. |
Champion Analysis
Rola / Procent zwycięstw
Pantheon the Unbreakable Spear functions as a fighter and engage semi-tank in ARAM: Mayhem, combining devastating long-range initiation with reliable single-target crowd control. His strategic identity centers on "justice from above," using his ultimate to bypass enemy frontlines and eliminate priority targets during teamfights. Pantheon excels at creating chaos in the enemy backline while providing his team with a powerful engage tool that few champions can match. His core damage pattern revolves around Q, Comet Spear, which serves as his primary poke tool. When fully charged, this ability deals massive physical damage and effectively chips away at enemy frontline health. The charge mechanic requires players to predict enemy movement, releasing the spear where opponents will be rather than where they currently stand. This poke capability gives Pantheon meaningful pre-fight pressure, allowing him to soften targets before committing to a full engage. Pantheon's W, Shield Vault, provides a point-and-click stun that offers reliable crowd control for locking down key enemies. This ability enables him to instantly burst priority targets when combined with his other skills. His E, Aegis of Zeonia, adds area-of-effect damage and a protective shield, giving him sustained fighting power during extended skirmishes. The W block mechanic allows Pantheon to mitigate incoming damage from enemy ADCs or assassins while counterattacking, making him deceptively durable in close-range confrontations. The centerpiece of Pantheon's ARAM: Mayhem presence is his ultimate, Grand Starfall. This ability drops him from above onto the enemy team, delivering massive area-of-effect damage and a slow. It stands as one of the mode's strongest engage abilities, allowing Pantheon to bypass conventional frontline positioning and threaten vulnerable backline targets directly. During teamfights, the optimal sequence involves landing R on the enemy backline, then immediately following with Q and W for instant burst on high-value targets. Pantheon's strategic value comes with notable limitations. His ultimate carries a long cooldown, meaning failed engages carry significant opportunity cost. He remains relatively fragile outside of his active defensive tools and possesses no mobility options beyond his ultimate. Success depends heavily on R accuracy, as poor ultimate placement can leave Pantheon isolated and vulnerable. His effectiveness scales dramatically with proper ultimate timing and positioning, making him a high-impact champion that rewards decisive shot-calling and precise execution.
Kluczowe porady
Blog poradników / N/A
Pantheon is at his best when fights start on his terms, making patience and target selection critical in ARAM: Mayhem's narrow lane. Do not waste the point-and-click engage on the closest tank unless that target is isolated or blocking a guaranteed kill. Instead, hold the jump for carries who step past their frontline, low-health targets trying to last-hit, or enemy divers who have already used their escape. Jumping first with no follow-up nearby often trades the stun for Pantheon's life. Start fights from fog, brush, or behind minions where enemies cannot see the exact angle. Standing in the open and walking forward allows opponents to back up, throw crowd control, or bait the engage into their whole team. Wait for targets to commit to a cast, auto attack, or minion clear animation before jumping, as that small delay turns a fake opening into a real punish window. Use spear poke to create engage permission by chipping the enemy backline until they are low enough for the team to finish during the stun. Ping before engaging so damage dealers know the target. A clean engage with no follow-up is simply crowd control wasted into five enemies. Pantheon excels at punishing enemy divers because the stun is reliable and immediate. If an assassin, bruiser, or snowball user lands on the carry, turn instantly and lock them down before they can finish the burst. Save the shield for the real damage angle rather than wasting it on light poke. Peel first when the team has better scaling damage, as the winning play is sometimes stunning the first enemy who crosses the midpoint and letting the backline clean up. After jumping in, plan the exit before casting again. If the target does not die quickly, angle the shield toward the enemy team and walk back toward the minion wave or nearest ally. Do not retreat in a straight line through the center when skillshots are waiting. Step to the side wall when possible to force enemies to choose between hitting Pantheon or holding spells for teammates. If caught, buy time rather than panic-dumping damage by facing the incoming burst, blocking what is possible, and forcing enemies to spend extra casts. Stand close enough to threaten but not close enough to be farmed. Move up when minions arrive, threaten during the clear, then step back before enemies unload into the choke. Use the side brush as a pressure tool, as simply being missing forces enemy carries to stand farther back. Avoid stacking directly on the carry since enemy area damage then hits both. Kill low-mobility carries first when the team can follow, and respect enemies with instant disengage or invulnerability by baiting those tools with spear poke before committing. Use Snowball to extend judgment rather than replace it. Landing the mark does not mean taking it, especially if it hits a tank standing among five enemies. Snowball is strongest after the enemy wave is cleared, giving the team a cleaner line for follow-up damage. Use it defensively when behind to reposition after getting chunked. When behind, stop being the first body in every fight, farm safely with spear, and trade the stun for shutdown prevention against fed carries. Look for cleanup rather than miracle starts, and commit hard only when the window is real.
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N/A / Ulepszenia
Pantheon the Unbreakable Spear excels as a front-line pick tool who finishes low targets after the initial engage. His strongest games come from holding a threatening forward position that forces enemies to respect his stun range, then choosing one clean target rather than diving across the entire screen. When the team has follow-up, Pantheon starts fights. When the team is poke-heavy, he guards allies and punishes overextensions. During early levels, Pantheon positions slightly ahead of carries but never alone in the enemy minion wave. Standing near the lane side keeps spear poke from being blocked by minions. Short trades work best, poking with spear when targets are last-hitting, walking for relics, or trapped behind their own minions. The stun serves as both threat and escape tool, so using it without team damage ready often gives enemies an easy focus target. Snowball functions as a commitment check rather than poke, thrown when the team can hit the same target or when enemy carries have burned their defensive options. Early augments should support reaching the right target and surviving the response. Mid game represents Pantheon's strongest map-control phase. Standing off-center forces enemies to see him, feel the stun threat, and move poorly because of it. Alternating between spear pressure and sudden all-ins keeps him unpredictable. After stunning, watching for enemy counter-engage and using defensive tools during burst rather than after dropping too low keeps him in the fight. Snowball gains value when death timers and tower pressure matter more, punishing backline champions or used defensively to force enemy spell waste. Late game requires Pantheon to respect damage limits. He cannot stand among five champions indefinitely despite defensive tools. Holding a forward pocket near the team and stepping to the side before engaging shortens the path to backline targets. Poke only when it does not cost engage health, as late fights often hinge on the first target caught. Snowball requires a plan before landing, taking it fast against carries or using it to force dodges that create space. When ahead, Pantheon controls space rather than coinflipping, standing where enemies must walk through his stun to contest. When behind, he becomes a bodyguard and counter-puncher, sitting near the highest-damage ally and stunning enemy divers. Before every late fight, Pantheon chooses one job: engage the exposed carry, peel the enemy diver, or zone the front line for damage dealers. Starting with no plan gets him killed, but making one sharp play and forcing the enemy response creates value for his team.
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Procent zwycięstw / Popularność
Pantheon the Unbreakable Spear excels when players understand how his role shifts based on game state. When ahead, Pantheon should act as the first hard punish rather than a random diver. The key is holding stun for carries who step past their tank line, not wasting it on frontline targets that lead to slow front-to-back fights where Pantheon gets outscaled and kited. Ahead-state Pantheon controls space by threatening stuns on anyone approaching for minions, relics, or poke angles, forcing enemies to either respect his presence or fight on his terms. The critical throw pattern involves diving past damage dealers and giving enemies a clean collapse opportunity. When ahead, Pantheon must pick the second target before engaging the first, creating chain kills rather than isolated picks. Shield timing becomes crucial: face the main burst direction and block meaningful damage like executes or carry retaliation. Shielding too early lets enemies wait it out and punish during recovery, while shielding too late loses the health needed to maintain pressure. Grand Starfall should cut off retreats by landing behind or beside the enemy backline as teammates push forward, not landing alone into five enemies for a free surround. After winning fights, Pantheon converts kills into lane control by helping push and denying engage angles rather than chasing single targets. When behind, Pantheon must stop playing as the main carry and become a setup tool. The priority shifts to defending carries by holding stun for enemy divers rather than fishing for backline engages. A point-blank stun on an incoming assassin or bruiser often accomplishes more than desperate backline attempts. Pantheon takes short trades around enemy cooldowns, using spear poke and quick stun exchanges to create health gaps without risking full commits. Shield usage must cancel enemy winning patterns, whether blocking the largest burst during retreats or angling toward damage after stunning a diver. Behind-state Pantheon punishes enemy impatience by waiting near his backline for overextended targets, stunning them only when teammates can follow up. Grand Starfall becomes a rotation and split tool rather than a suicide button, cutting off low-health enemies after teammates soften them or stopping chases by forcing enemies away from carries. Augment choices should prioritize mobility, sticking power, and survival over damage when struggling. The unrecoverable pattern to avoid involves Snowballing into tight enemy formations, stunning carries without follow-up, shielding the wrong direction, and dying before teammates arrive. Recovery comes from forcing messy fights near friendly territory where respawns, turret pressure, and retreat paths make enemy chases awkward, repeating small punishments rather than seeking miracle engages.
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Bohaterowie / Rola
Pantheon the Unbreakable Spear defines his ARAM: Mayhem identity through Mortal Will, a passive that transforms him into either a poke champion, a pick champion, or a backline finisher depending on which empowered ability he chooses before engaging. This decision shapes every fight. Entering without an empowered spell ready or nearly ready gives enemies time to peel him off, so tracking passive status before every engage is essential. Empowered Q serves as the safest pressure tool for poke, empowered W provides the cleanest all-in starter for picks, and empowered E offers the best survival option after committing. The targeting decision happens one step before casting, meaning Pantheon must hold empowered spells for Snowball angles, flanks, or teammate crowd control setups rather than burning them into the front line for no result. Comet Spear functions as Pantheon's main damage and poke tool, allowing him to threaten enemies before committing, finish low-health targets, and punish overextended opponents. On the single ARAM lane, Q is strongest when using minion waves, turret pressure, and allied crowd control to force predictable movement. Close-range Q becomes more reliable after W or Snowball, while longer Q softens targets before fights but is easier to dodge from obvious angles. Shield Vault serves as Pantheon's targeted engage and lockdown, turning small positioning mistakes into kill attempts when enemy carries are in range and the team is ready. In Mayhem, W works best as follow-up engage rather than the first thing enemies see, letting teammates force dashes, cleanse effects, or defensive spells before Pantheon jumps. Aegis Assault provides Pantheon's defensive wall and counter-engage tool, letting him face a direction and block incoming damage while buying time for his team to follow. This spell separates a good Pantheon from one who simply dives and dies. Because Mayhem fights stack multiple damage sources in a tight lane, E swings trades when facing the correct threat, typically used after W combos to block immediate enemy answers or while retreating to protect against champions in front. Grand Starfall grants long-range repositioning and fight entry, threatening backline angles, punishing overextended enemies, and rejoining fights after resetting. In Mayhem, R is strongest when cutting off retreat rather than landing directly on enemies, aiming where they must go rather than where they currently stand. The best casts trap enemies between the landing zone and advancing allies, forcing them to choose between running into Pantheon or running into his team. Enemies counter R by disengaging early, spreading out, or turning on Pantheon the moment he lands, making landing angle selection critical for survival.
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Pantheon in ARAM: Mayhem is easy to start fights with and easy to throw fights with. The fundamental trap is thinking every stun is a green light. Pantheon's job is to create a short, violent window where the team can follow, then either finish the target or leave before the enemy backline turns on him. Mechanical mistakes center on ability usage and timing. Throwing the spear at the first visible enemy wastes the safest poke and surrenders pressure when a better target appears moments later. The correct habit is holding the spear until enemies spend a dash, get slowed, or are forced into a narrow angle. Jumping in with the stun before the team is close enough to follow results in landing inside the enemy team with the shield becoming a panic button instead of a planned tool. Players should check the nearest damage dealer before committing and wait if they cannot hit the stunned target immediately. Shield usage determines survival. Aiming the defensive shield in the wrong direction while backing out blocks the wrong threat and results in eating real burst from an angle. The shield must turn toward the champion or cluster actually dealing dangerous damage. Channeling the shield while standing still in a spot where enemies can walk around fails because they step past the protected angle and hit from the side or back. The correct action is using the shield while moving toward a wall, turret zone, allied crowd control, or the backline so enemies have fewer clean angles. Gap closers and the ultimate require planning. Using Snowball into the enemy backline without planning the next button results in arriving before engage tools are ready and burning the defensive ability just to survive. Snowball should be treated as an extension of a confirmed engage, not a scouting tool. Casting the ultimate onto the center of five enemies because the marker looks dramatic results in landing in a prepared formation with no escape path. The ultimate should cut off retreat, punish a split backline, or arrive behind the frontline as the fight starts. Decision mistakes involve role clarity and timing. Playing Pantheon like a permanent main tank means absorbing every poke wave and reaching the real fight too low. Pantheon should stand near the front when the stun matters but avoid eating free damage between fights. Diving the enemy carry every fight even when the backline is being jumped results in both teams trading access, but the enemy diver kills the damage dealer faster. Players must decide before the fight whether they are the engager or the bodyguard. Forcing fights into heavy enemy crowd control without baiting anything first results in the jump getting answered instantly and the team fighting while Pantheon is locked down. The correct approach is walking up and threatening, then stepping back to draw hooks, charms, knockups, stuns, or major zoning tools before engaging. Ignoring wave position before using ultimate or Snowball starts fights with no minion cover and no safe path for allies to follow. Starting fights when the best ally damage is not ready to follow results in the stun target living and the team spending cooldowns late into a losing trade. Good Pantheon games are built on restraint. Threaten constantly, commit only when the follow-up is real, and use the shield to exit on your terms. If a mistake happens, switch roles fast from diver to peeler, from finisher to space-maker, from hero play to reset.
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Pantheon
Is Pantheon a good pick in ARAM: Mayhem? Yes, Pantheon is good when your team needs a direct engager, a point-and-click stun, or a physical damage threat that can force fights instead of waiting forever. Pick him when your comp has follow-up damage, because he creates clean targets but does not want to be the only champion hitting them. The tradeoff is that he can feel bad into heavy disengage or multiple tanks if he cannot reach priority targets. What is Pantheon’s main job in fights? Your job is to start or punish fights by locking down a valuable target, then using your shield timing to survive the return damage. If an enemy carry steps too far forward, jump on them and make your team’s damage easy to land. The tradeoff is commitment: once you go in, you usually need either a kill, strong follow-up, or a safe angle to back out. Should I build Pantheon as damage or bruiser? Build damage when your team already has frontline or when the enemy backline is squishy enough to die during your stun window. Go bruiser when your team needs you to enter first, eat cooldowns, and live long enough to cast a second rotation. Full damage gives better picks, but bruiser gives more room for mistakes and handles messy Mayhem fights better.
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