ARAM Mayhem ARAM Mayhem rankings / builds / augments
Augment Details Gold T1 Patch 26.9
From Beginning to End

From Beginning to End ARAM Mayhem Augment Guide

Gain the Dark Harvest and First Strike keystone runes.

57.09%Win Rate
0.97%Pick Rate
T1Tier
196,332Games

Performance by Stage

Performance by stage

Stage stats
StageWin RatePick RateGamesPatch
Stage1T155.59%2.21%126,58226.9
Stage2T154.23%1.42%81,58826.9
Stage3T548.98%0.02%1,28026.9
Stage4T550.81%0.02%92926.9
Stage5T465.48%0.17%8426.9

Best Champions

Best champions with this augment

Top synergy

From Beginning to End Hextech Combos

Must-have augment combinations extracted from the guide

Combos
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
57.09%
Pick Rate
0.97%
Games
196,332

Gain the Dark Harvest and First Strike keystone runes.

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Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
60.34%
Pick Rate
1.39%
Games
282,516

Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal).

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From Beginning to End + Jeweled Gauntlet

First Strike grants bonus gold on first hits while Dark Harvest executes low-health enemies. Jeweled Gauntlet enables abilities to critically strike, allowing both keystones to proc on ability damage with amplified impact. The critical strike chance also scales with AP, maximizing burst windows during ARAM teamfights.

From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
57.09%
Pick Rate
0.97%
Games
196,332

Gain the Dark Harvest and First Strike keystone runes.

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Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
59.04%
Pick Rate
1.63%
Games
331,261

Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities.

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From Beginning to End + Executioner

Dark Harvest triggers on enemies below 50% health, while Executioner amplifies damage by 10% against targets below 30% health and resets basic ability cooldowns on takedowns. This creates a snowballing execution cycle where Dark Harvest stacks accumulate rapidly through repeated takedowns.

From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
57.09%
Pick Rate
0.97%
Games
196,332

Gain the Dark Harvest and First Strike keystone runes.

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Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
57.06%
Pick Rate
1.48%
Games
299,919

Grants 18% armor penetration and magic penetration .

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From Beginning to End + Thread the Needle

Both Dark Harvest and First Strike benefit from penetration since Dark Harvest deals adaptive damage and First Strike amplifies all damage dealt. The 18% armor and magic penetration ensures keystones hit harder against tanky compositions common in ARAM's narrow lane teamfights.

From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
57.09%
Pick Rate
0.97%
Games
196,332

Gain the Dark Harvest and First Strike keystone runes.

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Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
62.75%
Pick Rate
1.79%
Games
364,174

Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast.

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From Beginning to End + Magic Missile

Magic Missile fires Firecrackers on ability hits, dealing percentage max health true damage. First Strike amplifies this damage during its bonus window, while Dark Harvest can proc on the same ability hits against low-health targets. The combination creates devastating burst chains.

From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
57.09%
Pick Rate
0.97%
Games
196,332

Gain the Dark Harvest and First Strike keystone runes.

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Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
62.00%
Pick Rate
1.58%
Games
320,958

You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp .

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From Beginning to End + Vampirism

Vampirism provides 25% omnivamp, enabling aggressive First Strike trades with sustained healing. Dark Harvest execution damage also benefits from omnivamp healing. The combination allows risky engage patterns typical of ARAM while maintaining health through damage conversion.

What Not to Pair with From Beginning to End

Bad augment synergies and low-value pairings to avoid

Avoid
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
57.09%
Pick Rate
0.97%
Games
196,332

Gain the Dark Harvest and First Strike keystone runes.

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Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.93%
Pick Rate
0.48%
Games
97,372

Gain the Conqueror and Lethal Tempo keystone runes.

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Avoid From Beginning to End + Symphony of War

From Beginning to End grants Dark Harvest and First Strike, while Symphony of War grants Conqueror and Lethal Tempo. Players can only equip one keystone rune at a time, meaning two of the four keystones become completely unusable. This pairing wastes significant value by providing redundant rune options that cannot stack or coexist.

From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
57.09%
Pick Rate
0.97%
Games
196,332

Gain the Dark Harvest and First Strike keystone runes.

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Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
53.76%
Pick Rate
0.68%
Games
137,320

Gain the Arcane Comet and Summon Aery keystone runes.

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Avoid From Beginning to End + Keystone Conjurer

From Beginning to End grants Dark Harvest and First Strike, while Keystone Conjurer grants Arcane Comet and Summon Aery. Since only one keystone rune can be active at a time, this pairing guarantees that two keystones are entirely wasted. The overlap provides no additional benefit and severely diminishes the value of both augments.

From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
57.09%
Pick Rate
0.97%
Games
196,332

Gain the Dark Harvest and First Strike keystone runes.

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Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
50.40%
Pick Rate
0.42%
Games
86,181

Gain the Aftershock and Glacial Augment keystone runes.

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Avoid From Beginning to End + Impassable

From Beginning to End grants Dark Harvest and First Strike, while Impassable grants Aftershock and Glacial Augment. Players can only select one keystone, so this combination guarantees that two keystones provide zero value. This pairing is highly inefficient and should be avoided due to the hard mechanical limitation on rune slots.

From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
57.09%
Pick Rate
0.97%
Games
196,332

Gain the Dark Harvest and First Strike keystone runes.

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Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.79%
Pick Rate
0.27%
Games
55,393

Gain the Hail of Blades and Press the Attack keystone runes.

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Avoid From Beginning to End + Cerberus

From Beginning to End grants Dark Harvest and First Strike, while Cerberus grants Hail of Blades and Press the Attack. With only one keystone rune slot available, this pairing forces the player to discard two of the four keystones entirely. The redundant rune provision creates substantial waste and anti-synergy.

Augment Explained

From Beginning to End

Augments

Start and Finish: First and last damage to the same target is massively increased, dealing explosive damage to single targets,专属 for assassins and single-target damage dealers.

Mechanics Breakdown

From Beginning to End

Augments

"Beginning and End: Core Effect: First damage to the same target is increased by 50%, last damage is increased by 100%\nTarget reset: Switching targets resets the first damage counter\nLast damage判定: No damage dealt to the target for 5 seconds counts as last damage\nApplies to all damage\nCooldown: No cooldown

Trigger Conditions

From Beginning to End

Augments

From Start to Finish: All basic attack damage All active skill damage Equipment skill damage Damage from runes Summoner spell damage

What Does Not Trigger

From Beginning to End

Augments

From Start to Finish: AoE damage to multiple targets (only first hit on primary target), Healing/Shields, Tower/minion attacks, Reflect damage

Hidden Mechanics

From Beginning to End

Augments

Beginning and End: First and last damage can trigger simultaneously: If only one damage instance to target within 5 seconds, both bonuses apply Works on Epic Monsters Multiplies with other damage increases True damage can also benefit from bonuses

Best Champion Types

From Beginning to End

Augments

From Start to Finish: Single-target burst assassins (like Zed, Talon, Akali) Single-target ADC champions (like Vayne, Draven) Jungle champions Champions with high single-target damage skills

Low-Value Champion Types

From Beginning to End

Augments

AOE mages Pure tank champions Pure support champions Champions who rely on sustained damage

Playstyle Tips

From Beginning to End

Augments

From Start to Finish: Try to delete enemies with one combo: make first and last damage hit simultaneously Don't switch targets often: it resets the first damage counter Use high-damage skills first on single targets to get first damage bonus Don't chase if enemy isn't killed within 5 seconds: last damage has already triggered

Best Augment Combos

From Beginning to End

Augments

From Beginning to End + Jeweled Gauntlet: First Strike grants bonus gold on first hits while Dark Harvest executes low-health enemies. Jeweled Gauntlet enables abilities to critically strike, allowing both keystones to proc on ability damage with amplified impact. The critical strike chance also scales with AP, maximizing burst windows during ARAM teamfights. From Beginning to End + Executioner: Dark Harvest triggers on enemies below 50% health, while Executioner amplifies damage by 10% against targets below 30% health and resets basic ability cooldowns on takedowns. This creates a snowballing execution cycle where Dark Harvest stacks accumulate rapidly through repeated takedowns. From Beginning to End + Thread the Needle: Both Dark Harvest and First Strike benefit from penetration since Dark Harvest deals adaptive damage and First Strike amplifies all damage dealt. The 18% armor and magic penetration ensures keystones hit harder against tanky compositions common in ARAM's narrow lane teamfights. From Beginning to End + Magic Missile: Magic Missile fires Firecrackers on ability hits, dealing percentage max health true damage. First Strike amplifies this damage during its bonus window, while Dark Harvest can proc on the same ability hits against low-health targets. The combination creates devastating burst chains. From Beginning to End + Vampirism: Vampirism provides 25% omnivamp, enabling aggressive First Strike trades with sustained healing. Dark Harvest execution damage also benefits from omnivamp healing. The combination allows risky engage patterns typical of ARAM while maintaining health through damage conversion.

Bad Augment Synergies

From Beginning to End

Augments

Avoid From Beginning to End + Symphony of War: From Beginning to End grants Dark Harvest and First Strike, while Symphony of War grants Conqueror and Lethal Tempo. Players can only equip one keystone rune at a time, meaning two of the four keystones become completely unusable. This pairing wastes significant value by providing redundant rune options that cannot stack or coexist. Avoid From Beginning to End + Keystone Conjurer: From Beginning to End grants Dark Harvest and First Strike, while Keystone Conjurer grants Arcane Comet and Summon Aery. Since only one keystone rune can be active at a time, this pairing guarantees that two keystones are entirely wasted. The overlap provides no additional benefit and severely diminishes the value of both augments. Avoid From Beginning to End + Impassable: From Beginning to End grants Dark Harvest and First Strike, while Impassable grants Aftershock and Glacial Augment. Players can only select one keystone, so this combination guarantees that two keystones provide zero value. This pairing is highly inefficient and should be avoided due to the hard mechanical limitation on rune slots. Avoid From Beginning to End + Cerberus: From Beginning to End grants Dark Harvest and First Strike, while Cerberus grants Hail of Blades and Press the Attack. With only one keystone rune slot available, this pairing forces the player to discard two of the four keystones entirely. The redundant rune provision creates substantial waste and anti-synergy.

Common Mistakes

From Beginning to End

Augments

From Start to Finish: Don't switch targets frequently it wastes the initial damage bonus. Don't ignore the high damage bonus of the final hit. Don't pick this on AoE champions the benefit is minimal. Note the 5-second judgment window after 5 seconds, the final damage bonus triggers.