Rule of thumb: if an augment rewards repeated spell hits, persistent damage, summon value, or longer fights, you usually stay on E > W > Q.
N/A
elementy / Procent zwycięstw / Popularność
N/A
26.9N/A
- Cena łączna
- 2,800
- Cena
- 700
+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.
- Cena łączna
- 1,100
- Cena
- 800
+12 Magic Penetration +45 Move Speed
- Cena łączna
- 3,000
- Cena
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
- Cena łączna
- 2,800
- Cena
- 700
+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.
- Cena łączna
- 3,000
- Cena
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
- Cena łączna
- 1,100
- Cena
- 800
+12 Magic Penetration +45 Move Speed
- Cena łączna
- 2,700
- Cena
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
- Cena łączna
- 1,100
- Cena
- 800
+12 Magic Penetration +45 Move Speed
- Cena łączna
- 3,000
- Cena
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
N/Aelementy
- Cena łączna
- 3,000
- Cena
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
52.72%- Cena łączna
- 1,100
- Cena
- 800
+12 Magic Penetration +45 Move Speed
52.42%- Cena łączna
- 2,800
- Cena
- 700
+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.
53.17%- Cena łączna
- 2,600
- Cena
- 450
+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.
52.93%- Cena łączna
- 3,200
- Cena
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
51.29%- Cena łączna
- 2,700
- Cena
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
50.90%- Cena łączna
- 2,850
- Cena
- 400
+75 Ability Power +350 Health +15 Ability Haste Grievous Wounds: Dealing magic damage to champions applies 40% Wounds for 3 seconds.
48.80%- Cena łączna
- 3,500
- Cena
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
51.04%- Cena łączna
- 2,900
- Cena
- 750
+65 Ability Power +400 Health +15 Ability Haste Vile Decay: Dealing magic damage with abilities or passives to champions reduces their Magic Resist by 7.5% for 6 seconds, up to 30%.
51.93%- Cena łączna
- 2,900
- Cena
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
52.61%- Cena łączna
- 3,000
- Cena
- 1,050
+95 Ability Power +40% Magic Penetration
47.70%- Cena łączna
- 900
- Cena
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
52.58%N/A
- Cena łączna
- 150
- Cena
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
53.12%- Cena łączna
- 1,200
- Cena
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
53.12%- Cena łączna
- 1,200
- Cena
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
53.65%- Cena łączna
- 900
- Cena
- 500
+30 Ability Power Inflame Damaging Abilities deal 15 bonus magic damage over 3 seconds. Deals an additional 45 magic damage to monsters.
52.92%- Cena łączna
- 400
- Cena
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
52.92%Ulepszenia
Ulepszenia / Procent zwycięstw
| Nazwa | Rzadkość | Tier | Pick rate | Gry | |
|---|---|---|---|---|---|
Wybierz Grandma's Chili Oil, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 56.94% | 21.75% | 4,833 |
Wybierz Infernal Conduit, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 56.81% | 18.68% | 4,151 |
Wybierz Transmute: Prismatic, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 56.75% | 6.63% | 1,473 |
Wybierz Poro Blaster, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 56.13% | 5.91% | 1,313 |
Wybierz Firefox, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 55.76% | 4.92% | 1,094 |
Wybierz Void Rift, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 55.32% | 11.63% | 2,585 |
Wybierz Phenomenal Evil, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 54.27% | 15.66% | 3,481 |
Wybierz Shrink Engine, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 54.03% | 6.30% | 1,401 |
Wybierz From Beginning to End, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 53.81% | 6.61% | 1,468 |
Wybierz Speed Demon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 53.81% | 5.49% | 1,221 |
Wybierz Mind to Matter, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 53.54% | 4.19% | 932 |
Wybierz Hat on a Hat, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 53.53% | 6.56% | 1,457 |
Wybierz Vulnerability, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 53.08% | 6.07% | 1,349 |
Wybierz Giant Slayer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 52.96% | 5.24% | 1,165 |
Wybierz Keystone Conjurer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 52.83% | 7.86% | 1,747 |
Wybierz Spiritual Purification, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 52.80% | 4.74% | 1,053 |
Wybierz Ice Cold, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 52.79% | 9.59% | 2,131 |
Wybierz Eureka, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 52.68% | 9.58% | 2,130 |
Wybierz Vampirism, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 52.41% | 6.54% | 1,454 |
Wybierz Magic Missile, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 52.39% | 20.83% | 4,629 |
Wybierz Weighted Popoffs, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 52.13% | 9.84% | 2,187 |
Wybierz Executioner, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 51.85% | 10.57% | 2,349 |
Wybierz Critical Missile, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 51.46% | 4.92% | 1,094 |
Wybierz Witchful Thinking, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 51.46% | 12.35% | 2,744 |
Wybierz Quest: Wooglet's Witchcap, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 51.45% | 4.81% | 1,069 |
Wybierz Jeweled Gauntlet, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 51.06% | 11.68% | 2,595 |
Wybierz Twin Fire, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 50.85% | 5.26% | 1,170 |
Wybierz It's Killing Time, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 50.49% | 4.63% | 1,028 |
Wybierz ADAPt, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 50.42% | 9.19% | 2,043 |
Wybierz Thread the Needle, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 50.29% | 10.07% | 2,237 |
Wybierz Upgrade Zhonya, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 50.21% | 4.38% | 974 |
Wybierz Minionmancer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 50.00% | 5.32% | 1,182 |
Wybierz Overflow, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 47.89% | 5.98% | 1,330 |
Wybierz Erosion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 60.69% | 1.83% | 407 |
Wybierz Pandora's Box, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 57.69% | 1.29% | 286 |
Wybierz Biggest Snowball Ever, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 55.84% | 1.23% | 274 |
Wybierz Buff Buddies, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 55.45% | 2.85% | 633 |
Wybierz Big Brain, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 55.23% | 3.74% | 831 |
Wybierz Infinite Recursion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 54.97% | 1.63% | 362 |
Wybierz Ocean Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 54.95% | 2.14% | 475 |
Wybierz Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 54.86% | 2.08% | 463 |
Wybierz Recursion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 54.75% | 3.22% | 716 |
Wybierz Hextech Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 54.69% | 1.44% | 320 |
Wybierz Infernal Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 54.67% | 1.69% | 375 |
Wybierz Homeguard, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 54.64% | 1.26% | 280 |
Wybierz Snowball Roulette, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 54.27% | 1.32% | 293 |
Wybierz Transmute: Gold, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 54.01% | 3.59% | 798 |
Wybierz Red Envelopes, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 53.80% | 2.84% | 632 |
Wybierz Transmute: Chaos, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 53.44% | 1.89% | 421 |
Wybierz Stats on Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 53.05% | 3.32% | 737 |
Wybierz Bread And Cheese, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 52.54% | 3.10% | 689 |
Wybierz Cheating, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 52.37% | 1.62% | 359 |
Wybierz Marksmage, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 52.35% | 1.92% | 426 |
Wybierz Rabble Rousing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 52.35% | 2.40% | 533 |
Wybierz Snowball Upgrade, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 52.24% | 1.81% | 402 |
Wybierz Ultimate Unstoppable, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 51.71% | 1.57% | 350 |
Wybierz Pinball, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 50.00% | 1.37% | 304 |
Wybierz Ominous Pact, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 49.84% | 1.37% | 305 |
Wybierz Typhoon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 49.62% | 1.20% | 266 |
Wybierz Donation, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 48.96% | 2.39% | 531 |
Wybierz Ultimate Revolution, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 48.91% | 1.24% | 276 |
Wybierz Glass Cannon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 48.83% | 1.54% | 342 |
Wybierz Bread And Butter, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 48.03% | 1.71% | 381 |
Wybierz Master of Duality, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 44.44% | 1.46% | 324 |
Wybierz Ethereal Weapon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 43.11% | 1.27% | 283 |
Wybierz Searing Dawn, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 58.70% | 1.11% | 247 |
Wybierz Restless Restoration, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 57.35% | 0.61% | 136 |
Wybierz Leg Day, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 56.98% | 0.77% | 172 |
Wybierz Stats on Stats on Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 56.97% | 1.10% | 244 |
Wybierz With Haste, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 56.67% | 0.81% | 180 |
Wybierz Omni Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 56.64% | 0.51% | 113 |
Wybierz Goldrend, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 56.46% | 0.66% | 147 |
Wybierz It's Critical, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 56.19% | 0.94% | 210 |
Wybierz Can't Touch This, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 56.06% | 0.89% | 198 |
Wybierz Light 'em Up!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 55.61% | 0.88% | 196 |
Wybierz Soul Siphon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 54.17% | 0.65% | 144 |
Wybierz Dropkick, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 54.17% | 0.65% | 144 |
Wybierz Goredrink, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 53.99% | 0.96% | 213 |
Wybierz Skilled Sniper, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 53.88% | 0.93% | 206 |
Wybierz Tank Engine, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 53.53% | 0.76% | 170 |
Wybierz Bread And Jam, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 52.60% | 0.86% | 192 |
Wybierz Firebrand, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 52.17% | 0.72% | 161 |
Wybierz Fan the Hammer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 51.96% | 0.92% | 204 |
Wybierz Escape Plan, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 51.35% | 0.67% | 148 |
Wybierz Zealot, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 51.28% | 0.88% | 195 |
Wybierz Nightstalking, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 50.72% | 0.62% | 138 |
Wybierz OK Boomerang, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 50.68% | 0.67% | 148 |
Wybierz Juiced, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 50.00% | 0.85% | 190 |
Wybierz Upgrade Hubris, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 49.33% | 0.67% | 150 |
Wybierz Watch Out Grapefruit, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 48.03% | 0.68% | 152 |
Wybierz Divine Intervention, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 47.93% | 0.76% | 169 |
Wybierz Ultimate Awakening, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 47.85% | 0.73% | 163 |
Wybierz Apex Inventor, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 47.12% | 0.94% | 208 |
Wybierz Tank It Or Leave It, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 42.96% | 0.61% | 135 |
Wybierz Upgrade Collector, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 42.33% | 0.73% | 163 |
Wybierz Purist - Caster, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 39.29% | 0.50% | 112 |
Wybierz Veil of Warding, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 38.33% | 0.54% | 120 |
Wybierz Quest: Urf's Champion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 60.98% | 0.37% | 82 |
Wybierz Droppybara, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 57.78% | 0.40% | 90 |
Wybierz Quest: Steel Your Heart, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 55.93% | 0.27% | 59 |
Wybierz Repulsor, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 55.79% | 0.43% | 95 |
Wybierz Mad Scientist, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 53.97% | 0.28% | 63 |
Wybierz Feel the Burn, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 53.33% | 0.27% | 60 |
Wybierz Flashy, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 53.13% | 0.43% | 96 |
Wybierz Holy Snowball, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 53.00% | 0.45% | 100 |
Wybierz Little Devil, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 52.94% | 0.23% | 51 |
Wybierz Trueshot Prodigy, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 50.82% | 0.27% | 61 |
Wybierz Self Destruct, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 50.00% | 0.25% | 56 |
Wybierz Growth Spurt, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 49.48% | 0.44% | 97 |
Wybierz Missing Ping Augment, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 48.53% | 0.31% | 68 |
Wybierz Dive Bomber, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 46.43% | 0.38% | 84 |
Wybierz Goliath, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 44.94% | 0.40% | 89 |
Wybierz Slow Cooker, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 44.93% | 0.31% | 69 |
Wybierz Perseverance, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 44.16% | 0.35% | 77 |
Wybierz Critical Healing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 42.37% | 0.27% | 59 |
Wybierz Tap Dancer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 41.67% | 0.38% | 84 |
Wybierz Mountain Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 41.51% | 0.24% | 53 |
Wybierz Fey Magic, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 39.62% | 0.24% | 53 |
Malzahar Skill Combos
Extracted from the skill order guide
If an augment pushes you toward burst windows, short trades, or heavier spell control, you can consider E > Q > W.
Normal order: E first, W second, Q last, with R whenever available.
Malzahar Counters
Counters and threats extracted from the matchup guide
Counters
5Malzahar counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Malzahar is countered by these champions in ARAM: Mayhem.
Read counter detailsMalzahar Team Comp Highlights
Partner patterns extracted from the team comp guide
Amumu
He gives Malzahar the cleanest kind of teamfight setup: a simple engage that pulls enemies into a clump and forces them to stay near each other. That lets Malzahar drop his damage where it matters and turn one catch into a real wipe.
Jarvan IV
Jarvan gives Malzahar a hard boundary. He traps targets, cuts off escape paths, and creates a small, ugly fight zone where Malzahar can focus one enemy while the rest of the enemy team gets cut off from helping.
Orianna
Orianna gives Malzahar layered zone control. She rewards enemies for stacking, and Malzahar punishes them for standing still. Together they make the middle of the fight miserable for anyone who wants to walk forward without a plan.
Sejuani
Sejuani is one of the best partners for protecting Malzahar and starting fights at the same time. She gives him a durable front line, strong crowd control, and a way to keep divers busy long enough for Malzahar to work.
Lulu
Lulu does not start fights for Malzahar, but she makes him much harder to kill and much safer to hold a side of the map. That matters because Malzahar wins more games when he gets one extra rotation of spell uptime instead of being forced off the fight early.
Synergy mechanism: He gives Malzahar the cleanest kind of teamfight setup: a simple engage that pulls enemies into a clump and forces them to stay near each other. That lets Malzahar drop his damage where it matters and turn one catch into a real wipe. Combo: Amumu starts the fight, then Malzahar immediately isolates the most valuable target while the rest of the enemy team is stuck dealing with the engage zone. If the enemy backline flashes away, Amumu still buys space for Malzahar to keep pressure on the front line. Best scenario: Best when the enemy team likes to group and has to step into a narrow lane or around an objective. In that kind of fight, they cannot spread out enough to avoid both layers of CC and damage. Enemy answer: Long-range poke and disengage are the main answers. If the enemy chips Amumu down before he can go in, or baits the engage and backs off cleanly, the combo loses a lot of value. Failure risk: The risk is overcommitting on a target that is too tanky while the enemy carries free-hit from the side. If Amumu goes first and Malzahar follows too late, the fight can split before the lockdown matters. Recovery: If the first engage fails, reset around the next wave or choke. Hold the suppression for the next squishy who oversteps, and let Amumu threaten space again. You do not need a hero play every time; you just need the enemy to keep respecting the engage. 2. Jarvan IV Synergy mechanism: Jarvan gives Malzahar a hard boundary. He traps targets, cuts off escape paths, and creates a small, ugly fight zone where Malzahar can focus one enemy while the rest of the enemy team gets cut off from helping. Combo: Jarvan starts the dive or traps the enemy backline after a brief poke trade, then Malzahar uses his suppression on the trapped carry or the first overextended engager. If the enemy burns mobility early, the trap becomes even stronger. Best scenario: This shines when the enemy relies on mobile carries or wants to kite backward in a straight line. Jarvan makes that retreat awkward, and Malzahar punishes anyone who cannot leave the zone fast enough. Enemy answer: Clean disengage and pre-fight spacing are the main counters. If the enemy saves mobility for the moment Jarvan commits, they can often escape the trap and force both champions to waste their threat. Failure risk: If Jarvan locks down the wrong target or traps too deep without follow-up, Malzahar may be left fighting inside enemy damage with no safe angle. That is how a strong engage turns into a dead dive. Recovery: Use the trap as area denial, not just as a kill button. Even if the first target lives, the space Jarvan creates can still let Malzahar take the enemy front line out of the fight and rebuild pressure for the next wave. 3. Orianna Synergy mechanism: Orianna gives Malzahar layered zone control. She rewards enemies for stacking, and Malzahar punishes them for standing still. Together they make the middle of the fight miserable for anyone who wants to walk forward without a plan. Combo: Malzahar threatens a pick on whoever steps too close, and Orianna follows that threat with teamfight burst and control. If the enemy jumps on Malzahar, Orianna can punish the dive. If Malzahar catches someone first, Orianna cleans up the rest. Best scenario: This is strongest in front-to-back fights where both teams need to pass through the same space. The enemy has to choose between eating Malzahar’s threat or eating Orianna’s punish, and that choice gets worse every time they hesitate. Enemy answer: Split angles and fast flank pressure work best against this pairing. If the enemy can attack from two sides, it becomes harder for Orianna to set the perfect response and harder for Malzahar to keep one target isolated. Failure risk: The biggest risk is that both champs play too reactively and give the enemy too much room. If no one steps up first, the enemy poke can slowly break the setup before the combo matters. Recovery: Hold the center line and force the enemy to enter through one lane of space. Even if the first layer of control misses, the threat of the next one still limits how aggressively they can move. Use that breathing room to reset and take the next fight on your terms. 4. Sejuani Synergy mechanism: Sejuani is one of the best partners for protecting Malzahar and starting fights at the same time. She gives him a durable front line, strong crowd control, and a way to keep divers busy long enough for Malzahar to work. Combo: Sejuani walks forward with the team, forces the enemy to commit to the front line, and Malzahar uses the chaos to lock the highest-value target or the most dangerous diver. The enemy often cannot tell whether to peel for their backline or kill the tank first. Best scenario: This pairing is excellent when the enemy comp wants to dive hard or when the fight will happen in a narrow lane with little room to circle around. Sejuani gives Malzahar the security he needs to stay in range without panic. Enemy answer: Range and patience are the counterplay. If the enemy refuses to commit into Sejuani and instead pokes from a distance, the pair has a harder time forcing a clean lockdown. Failure risk: If Sejuani has to go in alone, the enemy can kite back and leave Malzahar without a real target. That is especially dangerous when the rest of the team does not follow the engage quickly. Recovery: Don’t force the first engage if the enemy is clearly backing off. Let Sejuani use her body as a wall, then punish whoever gets impatient. Malzahar does not need perfect initiation every time; he just needs one mistake from the enemy. 5. Lulu Synergy mechanism: Lulu does not start fights for Malzahar, but she makes him much harder to kill and much safer to hold a side of the map. That matters because Malzahar wins more games when he gets one extra rotation of spell uptime instead of being forced off the fight early. Combo: Lulu keeps Malzahar alive through dive attempts while he punishes the enemy front line or catches whoever overextends. If the enemy commits a jump onto Malzahar, Lulu can buy the time he needs for the fight to swing back. Best scenario: Best when the enemy team has strong dive or pick tools and wants to remove Malzahar before his damage matters. Lulu turns those all-in attempts into awkward trades. Enemy answer: Heavy poke and mixed threats are the answer. If the enemy can hit from range and from the side, they can pressure both Malzahar and Lulu at once and make the protection less efficient. Failure risk: The risk is playing too safe and losing map pressure. If Lulu only shields and never helps the team step forward, the enemy can slowly take control of the lane and force worse fights later. Recovery: Use Lulu’s protection to take one stable fight, not to turtle forever. Once the enemy has burned engage tools into the peel, Malzahar can step forward and punish the cooldown gap with a clean suppression.
Best overall team shape: Malzahar likes a team with one real engager, one durable frontliner, and at least one champion who can punish the target he locks. If his team also has peel for him, even better. Give him space, force the enemy to stand in one area, and he does the rest.
Malzahar ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Malzahar is a controlled poke-and-pick mage who wins long neutral phases by pushing waves and spreading pressure through minions steadily. | He becomes a punish-and-lock specialist who identifies unstoppable enemies and suppresses them after their mobility tools or defensive effects are spent. | Shift from steady wave control to decisive lockdown on priority targets. |
| Passive Shield Use | The passive shield blocks a key poke spell, and standing behind minions is usually enough to feel safe during lane phases. | The shield gets tested constantly by mobility and augment-driven burst, so treat it as survival for one mistake, not permission to make one. | Back up immediately when the shield breaks unless enemy engage was spent. |
| Nether Grasp Targeting | You can often hold ult for the perfect diver because enemies walk through predictable lanes and engages are more readable. | Wasting suppression on a low-threat tank can lose the fight; ult the champion whose freedom wins the fight for the enemy team. | Suppress the carry or reset assassin, not the tank who wants your cooldowns. |
| Call of the Void Timing | You can throw silence for poke and wave clear fairly freely since fights start around predictable minion waves. | Save silence to cut off engage paths, interrupt channel-like aggression, or block follow-up damage behind a diving champion. | Silence placed behind a diver often beats silence placed directly on the tank. |
| Teamfight Positioning | Standing behind minions is usually enough to feel safe, as wave clear keeps enemies from walking in freely. | Position behind the ally who can punish a dive, keep a diagonal angle to avoid shared engage, and never follow frontline into gaps. | Your safety line is behind your punisher, not behind the minions. |
| Snowball Usage | Malzahar rarely needs Snowball to function since he wins through spell range, silence, and ultimate threat from behind waves. | Snowball has value for repositioning or confirming picks, but recasting into the enemy team to ult leaves you standing in danger. | Use Snowball to follow guaranteed picks or escape, never to engage blindly. |
Champion Analysis
Rola / Procent zwycięstw
In Hextech Mayhem (ARAM) mode, Malzahar the Prophet of the Void is a ranged mage with powerful single-target burst and excellent sustained damage. Malzahar hails from the Shuriman desert, where he was once an ordinary human seer before being corrupted by the whispers of the Void during a deep meditation, becoming the Void's spokesperson on Runeterra. His brooding and obsessive personality is driven by his conviction that the Void's arrival is Runeterra's inevitable destiny, and all resistance is futile. Malzahar shares a profound rivalry with Kassadin — while Kassadin fights against the Void, Malzahar embraces it as a believer. In Hextech Mayhem, Malzahar functions as a ranged mage-controller whose passive, Void Shift, grants a spell shield that absorbs magic damage when Malzahar is hit by an enemy champion ability, providing excellent defense against enemy mages. His Q, Call of the Void, is his primary poke tool — summoning void energy in a target area that deals magic damage and silences enemies if it hits multiple targets, making the AoE silence incredibly valuable in Hextech Mayhem. Malzahar's W, Void Swarm, summons voidlings that automatically attack nearby enemies, providing poke and zone pressure. His E, Malefic Visions, is Malzahar's core sustained damage ability — applying a damage-over-time void mark that spreads to nearby enemies if the target dies during its duration. In Hextech Mayhem, this spread mechanic creates chain damage across enemy teams. Malzahar's ultimate, Nether Grasp, is his most powerful ability — suppressing a target for several seconds while dealing massive continuous magic damage. In Hextech Mayhem, this point-and-click suppression can lock down enemy carries for easy elimination by your team. For itemization, Liandry's Anguish is the core mythic item, paired with Zhonya's Hourglass and Void Staff. Runes should feature Arcane Comet alongside Manaflow Band and Scorch, with Biscuit Delivery and Cosmic Insight in the secondary tree. Malzahar's point-and-click ultimate suppression is every ADC's nightmare in Hextech Mayhem.
Kluczowe porady
Blog poradników / N/A
Play Malzahar as a lane controller first and a finisher second. In ARAM: Mayhem, the narrow lane makes your silence zones, Voidlings, and point-and-click suppression very valuable, but you get punished hard if you walk up just to press buttons. Let the wave and enemy movement tell you when to fight. If they are clearing under pressure, spread your damage through minions. If they step past their frontline, hold your ultimate until their cleanse, shield, or peel tool is gone. Do not open every fight with ultimate. Start by tagging the wave or a safe frontline target, then look for your damage to spread or force movement. Use suppression as a punishment tool. The best target is not always the lowest-health champion. Suppress the enemy who is overextended, carrying the fight, or about to use a reset or escape, but only if your team can instantly hit that target. Engage from behind your minion wave when possible to protect your passive spell shield. Chain your silence after enemy movement is committed, placing it where they must continue fighting or retreat through it. Against counter-engage, immediately identify the highest-threat diver. If an assassin jumps onto your carry, suppress them before chasing kills. Do not panic-ult the first target that touches you. If a low-damage tank breaks your passive and stands on you, walk back and wait for the real damage dealer. Use your silence as a peel wall in the narrow lane, putting it on choke points or around health relic fights. If your passive is down, play one full step farther back and give ground instead of contesting space until the enemy engage attempt fails. Escape is mostly prevention. Stand near teammates who can punish dives, keep minions between you and hook angles, and avoid side brush unless controlled. When chased, silence the route enemies must pass to keep chasing. Use ultimate defensively when death would break the fight open, but do not channel in the middle of five enemies unless your team can punish immediately. After your passive breaks, step behind your frontline and stop casting from max greed range. Narrow-lane spacing means standing off-center to avoid poke and engage hitting your whole team. Use healthy minion waves as moving cover and back up when your wave is gone. Respect brush control; do not face-check to refresh damage. When pushing deep, keep enough distance to retreat after using spells. Target priority is about suppressing the champion your team can kill now. Against assassins, hold R until they commit. Against tanks, do not tunnel unless they are the only threat; save hard control for the damage behind them. Bait cleanse-like effects or spell shields with basic spell pressure before using ultimate. Snowball is not your default engage button. Take recasts only when the target is isolated, your passive is ready, and your team is close. Use Snowball to finish, reposition, or punish overextension. Snowball into ultimate only when interruption risk is low. Defensively, Snowball can mark a minion or safe champion to change your angle. If your augment rewards immobilizing enemies, plan around ultimate and wait for a carry or diver to commit. If it rewards repeated spell hits or damage over time, fight around waves and choke points before all-ins. If it rewards shields or survival, respect the moment after your passive breaks and step back. If it rewards takedowns, do not chase first; control the nearest high-value target and secure the kill with your team. Push when your passive is up, your wave is alive, and enemy engage is not ready.
Read full guideBlog poradników
N/A / Ulepszenia
Malzahar wins Mayhem by making the lane awkward. He is not a front-line mage or a pure long-range poke pick; his job is to keep the wave infected, force enemies to walk through damage for space, and punish the first carry or diver who oversteps. He plays around his passive shield, Voidlings, and the threat of his ultimate. When that threat is up, enemies must respect him; when it is down, he needs cleaner spacing and team help. In the early game, Malzahar starts slightly behind the front line near a lane edge to step back from hooks or Snowballs. If his passive shield is ready, he can walk up to refresh wave damage; if it pops, he backs off. His trades are short and wave-based: damage minions first, then let spells pressure champions too close. He does not chase low-health targets through the enemy wave unless his team moves with him. Voidlings are summoned after the enemy uses area damage, not into fresh AoE. Snowball is not used as a blind engage; he uses it defensively to follow a team engage, finish a fleeing target after spells are ticking, or reposition when a fight starts. If landing Snowball would put him inside three enemies without ultimate, he lets it expire. Early augments support his spell cycles, damage over time, shielding, or safe casting. He pushes when his team has poke or a stronger brawl, and stalls when the enemy has hard engage and his team lacks peel. If ahead, he keeps the enemy under their turret and builds advantage toward level 6. If behind, he stops contesting every minion, clears safely, keeps his passive shield for engages, and saves silence for the champion starting the fight. His next move is to survive to level 6, as his ultimate changes enemy positioning. Between levels 7 and 11, Malzahar is in his strongest control phase. He stands close enough that his ultimate is a real threat but not so close that a tank can bait it for free. His best position is one step behind a peel champion. He maintains a steady cycle: infect the wave, punish the clear, then reset. He does not need to land every spell on a champion; forcing a carry away from an infected wave gains space. He holds silence if a diver is nearby. Ultimate target selection focuses on the highest-value target his team can hit—locking down a fed carry in range is fight-winning. If an assassin dives past the frontline, he suppresses them immediately. Snowball is a follow-up tool after a tank engages and the enemy spends their crowd control. He recasts only when his passive shield is up, his target is isolated, or his team commits. Offensive augments are used during wave-crash windows; defensive augments are saved for when his shield breaks and a diver reaches him. He pushes when his ultimate is up and his team can stand behind minions; he stalls when his ultimate is down, especially against divers. When ahead, he does not overforce under turret without dive tools; he threatens ultimate on whoever steps out. When behind, he plays like a trap champion, letting the enemy push into him and punishing the first overextension. In the late game, discipline is key. Malzahar stays near the center-back of his formation with an escape path behind him. He does not stand at max front range just because his ultimate is available. If his shield is down before a major fight, he plays farther back until it returns or the frontline starts fighting.
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When ahead, Malzahar the Prophet of the Void transitions from a backline caster into a denial tool that controls enemy movement. His job is to force opponents to walk through dangerous space and burn health just to approach the wave. He should drop zone tools directly on the wave or just behind it, not as long-range poke, to pin the enemy and make every last-hit costly in health and cooldowns. This grants his team cleaner access to poke, snowball pressure, and tower damage. When an enemy steps up alone, his point-and-click lock punishes overconfidence without needing a five-man setup; one caught target is enough to break a fight. With a lead, he can stand a step farther forward, absorbing more risk if his front line is healthy, forcing the enemy to choose between losing the wave or burning engage tools to reach him. Augments that add damage, range, or survivability convert picks into tempo—damage augments delete targets before escape, range ones let him pressure safely, and durability augments let him stay at the front edge. Against tight enemy groups, he should hold his threat for the champion that starts the fight or protects the carry, not waste it on an already-committed tank. Snowball and control tools force reactions rather than blind chases; overextending past the team to finish a low-health target can hand the enemy a clean counterstart. Against compositions short on hard reach, he leans into siege and patience, keeping the wave trapped and chipping away until the enemy facechecks into his threat range. To avoid throwing, he must not chase past the wave, reset after each pick, rebuild vision, and hold the lane. When behind, Malzahar changes jobs from raw pressure to discipline. He saves his threat for defense, playing closer to his team and punishing the most aggressive enemy instead of being the first body in front of the wave. Low on damage, he uses his tools to clear and stall, delaying a crash to buy time for health packs, resets, and better engage angles. When the enemy dives, he holds his lock for the diver, not the first poke target, turning a failed dive into a trade. Augments that offer survivability, self-peel, or range become critical, covering his lack of mobility and escape when behind; damage augments should clear and threaten rather than overforce fights. Snowball becomes a spacing tool, not a dive button—committing only when the team can reach the play or the enemy has already burned key tools. Against stronger front-to-back fights, he looks for choke points and overloaded targets, punishing the champion who steps too far to ward, clear, or bodyguard. Against dive-heavy enemies, he stays disciplined and lets them come through his line, forcing them to spend more to reach him, making counterplay cleaner. To avoid unrecoverable fights, he starts a fight only if the enemy is split, low, or forced through narrow space, never burning his lock on a tank while damage dealers are untouched. Patience, wave protection, and waiting for one mistake that gives a real reset define his recovery plan.
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Malzahar the Prophet of the Void is a control mage whose entire threat model in ARAM: Mayhem revolves around his point-and-click suppression, damage-over-time spread, and a protective shield that lets him walk into spell range. His passive, Void Shift, grants a shield after avoiding recent damage and crowd control, which he must treat as permission to step forward—not as a reason to stand still. On the Howling Abyss, where random poke is constant, his passive is often broken before real fights start, so he must play behind minions and allies when it is down and re-enter only after it regenerates. If he wastes the shield on meaningless chip damage, his ultimate becomes significantly riskier to use, as he can be interrupted or burst before his damage-over-time matters. Malefic Visions (E) is the core of his wave control and poke. Placing it on a low-health minion to secure a bounce, or on a champion who is about to be trapped by his silence or allied crowd control, makes the enemy line slowly collapse. A poor E target loses his tempo and direction for his other spells. Call of the Void (Q) applies a delayed silence in a line, punishing clustered enemies on the narrow bridge, especially those who must stand still or move predictably. It can refresh pressure on an E-marked target and create a clean window before his ultimate, but missing it gives the enemy a clear engage window because Malzahar then lacks a major anti-dive tool. Void Swarm (W) summons Voidlings that add sustained pressure, but they are fragile and quickly cleared by area damage. Malzahar should cast W after E has a target and after the first enemy area spell is spent, so the Voidlings survive long enough to deal meaningful damage. Using W with no E target or wave control loses a large part of his sustained threat. Nether Grasp (R) is his most important pick tool: a point-and-click suppression that wins fights when used on the target his team can delete. He must track enemy interrupts, save the shield if possible, and ensure allies are close enough to follow up. Using R too early into five ready opponents gets him interrupted or killed; holding it until the enemy commits their engage tools turns his suppression into a fight-ending lockdown. A bad R—suppressing a tank with no follow-up, channeling in range of interruption, or ulting while his team retreats—is the biggest throw window, leaving his team with no point-and-click lockdown. The value of each ability rises when he plays around spell timing rather than forcing perfect combos, and his kill pressure depends on coordinating his passive, silence, and ultimate windows with team focus.
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Malzahar is strongest when he makes the fight unfair before it starts: shove the wave, spread damage safely, hold silence for the right path, then lock down a target the team can actually kill. Most bad Malzahar games come from forcing the big suppression too early or playing like the passive shield makes him immortal. Treat every mistake as a tempo loss, then recover by resetting the wave and waiting for the next clean punish. A common mechanical mistake is casting the damage spell on a full-health frontline target while the wave is alive, which slows push and lets Voidlings get cleared for free; the correct action is to secure minions first and let damage bounce toward champions near the wave, and if wasted, back up and protect the passive shield. Dropping Voidlings into obvious area damage or a wave being cleared wastes lane control; summon them after the enemy’s main waveclear is used, and if wiped, do not chase but farm with safer spells. Throwing silence at maximum range with no plan gives assassins a clean window; aim silence at narrow bridge angles, minion gaps, or where a diver will land, and if silence is down, stop walking forward and ping danger. Using Nether Grasp on the first target in range without checking enemy interruption risks rooting yourself and getting bursted; ult only when the main interrupt is unavailable or blocked, and if cancelled, kite backward immediately. Ulting a target your team cannot reach looks good but the target survives; before pressing ultimate, confirm at least one damage dealer can hit during the lock, and if trapped the wrong target, reset behind the frontline. Breaking the passive shield for a tiny poke trade removes the safest buffer against engage; let minions and allies soak poke, and if the shield is gone, play like a normal immobile mage. Walking forward during damage-over-time setup because the spell connected turns safe pressure into a bad trade; move sideways or backward while the effect works, and if overstepped, use silence defensively and retreat toward peel. Channeling ultimate while standing in enemy damage zones can kill you before the suppression completes; shift position before ulting, and if forced into a bad spot, retreat as soon as the channel ends. Using Snowball as a blind engage tool lands you inside the enemy team alone; use Snowball to follow a guaranteed kill or dodge a lethal skillshot, and if you took a bad Snowball, silence the highest-threat area and ult only if your team is collapsing. Decision mistakes include picking every fight around ultimate cooldown as if Malzahar is useless without it; when ult is unavailable, shift into poke and fast waveclear, and if team forces without it, ping back and clear the wave first. Saving ultimate forever for the enemy carry lets divers get free engages; use suppression on the highest-value threat in the current fight, even if it is a diver on your marksman. Standing alone on a side angle to fish for silence makes you an easy engage target; take angles only when passive is up and frontline is close, and if caught, cut back toward team and silence the chase path. Ignoring enemy cleanse, spell shields, or displacement tools when choosing an ultimate target wastes the ability; track which enemy can block your setup and bait those tools with silence first. Building and augmenting only for personal damage when the team lacks lockdown leads to lost fights; choose items and augments that match the job the team needs, and if too greedy, play farther back and ult defensively.
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How do I play Malzahar in Mayhem without falling behind? Play him like a control mage who only risks damage when the fight is already messy. Farm with your safe spells, keep pressure on the frontline, and save your biggest commitment for a target that is already overextended. If you walk up first, you usually trade your life for one spell cycle, so let the enemy spend their dive tools before you step in. When should I use my ultimate? Use it on the enemy champion that can actually win the fight if left alone, especially a diver, reset champion, or fed carry. If you can catch them after they use their gap closer or cleanse tool, the pick is much safer and you waste less time channeling into a counterplay window. Do not fire it just because it is ready; if you use it too early, the enemy can peel, disengage, or punish you while your team is still set up. Is Malzahar good into dive comps? Yes, that is one of his better spots because dive comps hate getting locked down when they commit. Hold your silence and ultimate for the first champion that jumps in, then let your team clean up the rest while they are forced to play around your threat. The tradeoff is that if they bait your control spell before the real engage, your backline becomes much easier to crack.
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