- Tier
- T5
- Ranga
- #142
- Win rate
- 46.72%
- Pick rate
- 0.43%
Nunu & Willump jest obecnie sklasyfikowany jako T5 w danych ARAM Mayhem. Zobacz poradnik bohatera

Naafiri jest obecnie sklasyfikowany jako T5 w danych ARAM Mayhem.
Naafiri the Hound of a Hundred Bites
She is a strong pick because her pack mechanics and burst damage scale well into constant teamfighting. The Mayhem pace lets her reset dashes frequently, so she can dive backliners and escape before getting collapsed on. Just be careful if the enemy has heavy point-and-click crowd control, since that shuts down her mobility.
Your job is to find isolated targets and delete them before they get help from teammates. Look for enemies who just used their escape tools or wandered too far from their support. If you dive into a full five-man cluster without a lead, you will likely get blown up before your packmates do any real work.
Press R before you engage to spawn the extra packmates and gain the movement speed burst. Use that speed to close the gap, then dump your full combo on a squishy target. The ultimate resets on takedowns, so look for chained kills instead of using it to run away unless you are about to die.
Start with Q to slow them, then E onto the target and immediately W to call your packmates for the maul. Auto-attack between abilities to stack damage, and save your second Q cast if they try to flash or dash away. This sequence kills most marksmen and mages if you are not too far behind.
Do not try to farm the wave with auto-attacks; use Q to last-hit from a distance and keep your health high. Wait for your team to engage or for an enemy to miss a key cooldown, then look for the flank angle. If you eat too much poke before fighting, you will get one-shot the moment you go in.
You have to play the waiting game and let your frontline or support bait out the big stuns first. Look for the enemy tank to use their peel abilities on someone else, then target the backline while those skills are on cooldown. Diving into a Morgana binding or a Leona ult is a guaranteed way to feed.
Snowball is strong because it gives you a gap-closer that does not require your E, letting you save the dash for the execute or escape. Mark a squishy target, fly in, and then use your full combo while they are disoriented. Some players prefer Flash for the extra safety, but Snowball fits the Mayhem brawling style better.
Profane Hydra is a core rush item because the active damage and wave clear help you poke and set up dives. Follow up with Eclipse or Serylda's Grudge depending on whether you need the shield or the armor penetration. If you are getting burst down, consider a defensive item like Guardian Angel or Maw of Malmortius rather than going full glass cannon.
E is your main tool for repositioning, so do not waste it just to get a little extra damage on a target that is already dying. Use it to dodge key abilities mid-fight or to chase a low-health enemy who is running behind their tower. If you E into a bad spot, you have no way out until it comes back up.
Packmates deal damage and block some skillshots for you, but they are not a substitute for good positioning. You want to keep them active by hitting Q, since they go on cooldown if you miss too many abilities. When they are up, you fight like a bruiser; when they are down, play like a vulnerable assassin until they respawn.
Do not waste your full combo on a tank unless your team is focusing them down and you need the reset. Your damage is better spent on the enemy carries, so use your mobility to go around the tank rather than fighting through them. If the tank is the only target available, poke with Q and wait for a better angle.
Look for augments that give ability haste, lethality, or bonus damage on isolated targets to amplify your assassin pattern. Movement speed bonuses are also valuable because they help you close gaps without burning your dash. Avoid tank-focused augments unless the enemy team is all physical damage and you need to survive the initial burst.
Stop trying to solo carry and look for clean-up kills after your team starts the fight. Use Q to poke and chip away health, then go in only when an enemy is low enough for you to secure a takedown and reset. Diving in while behind just feeds more gold and guarantees a loss.
The biggest mistake is diving into the enemy team just because the ultimate is up, without checking if the target is isolated or if major cooldowns are available. You end up getting stunned and deleted before your packmates do anything meaningful. Patience wins games; wait for the right moment to strike, even if it means holding your R for a few extra seconds.