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Augment Details Gold T2 Patch 26.9
Marksmage

Marksmage ARAM Mayhem Augment Guide

Basic attacks deal bonus physical damage equal to 75% AP .

53.33%Win Rate
0.87%Pick Rate
T2Tier
176,296Games

Performance by Stage

Performance by stage

Stage stats
StageWin RatePick RateGamesPatch
Stage1T149.67%1.20%68,81926.9
Stage2T249.41%0.73%42,12726.9
Stage3T250.95%0.77%43,42926.9
Stage4T251.61%0.84%40,79226.9
Stage5T362.70%0.51%25226.9

Best Champions

Best champions with this augment

Top synergy

Marksmage Hextech Combos

Must-have augment combinations extracted from the guide

Combos
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
53.33%
Pick Rate
0.87%
Games
176,296

Basic attacks deal bonus physical damage equal to 75% AP .

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Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
58.58%
Pick Rate
1.05%
Games
212,566

Grants 20 – 80 (based on level) ability power .

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Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
58.48%
Pick Rate
0.94%
Games
190,420

Grants 60% bonus attack speed .

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Marksmage + Witchful Thinking + Deft

Witchful Thinking provides raw AP that directly scales Marksmage's bonus attack damage, converting ability power into auto-attack power. Deft grants 60% attack speed to deliver these empowered basic attacks rapidly. Together, this combination transforms any champion into a hybrid threat whose auto-attacks hit like abilities, with attack speed ensuring the damage output is consistent in ARAM's constant teamfights.

Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
53.33%
Pick Rate
0.87%
Games
176,296

Basic attacks deal bonus physical damage equal to 75% AP .

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Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
58.77%
Pick Rate
0.99%
Games
200,968

Gain ability haste equal to 30% AP .

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Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
53.64%
Pick Rate
0.75%
Games
151,518

Grants 60 ability haste .

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Marksmage + Eureka + Recursion

Eureka converts the AP built for Marksmage into ability haste, creating a feedback loop where AP fuels both damage and cooldown reduction. Recursion adds 60 flat ability haste. This combination enables spellcasters to weave abilities between empowered auto-attacks seamlessly, maintaining high uptime on spells while their basic attacks deal substantial bonus physical damage scaling with their primary stat.

Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
53.33%
Pick Rate
0.87%
Games
176,296

Basic attacks deal bonus physical damage equal to 75% AP .

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Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
58.46%
Pick Rate
0.64%
Games
129,477

Your basic attacks launch a bolt at the target that fires after a 0. 225 -second delay on-attack , deals 40% of the triggering attack's pre-mitigation damage, and applies on-hit effects at 40% effectiveness. Additionally, increase your total attack speed by 10% .

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Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
58.37%
Pick Rate
1.22%
Games
248,066

Gain ( 200 / 100) bonus attack range.

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Marksmage + Dual Wield + Scopier Weapons

Dual Wield fires an additional bolt on each basic attack that applies on-hit effects at 40% effectiveness, meaning Marksmage's 75% AP bonus damage triggers twice per attack. Scopier Weapons adds 200 bonus attack range for safety. This combination excels on poke-oriented champions who can safely deliver devastating dual-hit empowered attacks from behind their team in ARAM's narrow lane.

Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
53.33%
Pick Rate
0.87%
Games
176,296

Basic attacks deal bonus physical damage equal to 75% AP .

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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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Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.26%
Pick Rate
0.55%
Games
110,956

Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds.

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Marksmage + Thread the Needle + Mystic Punch

Thread the Needle provides 18% armor and magic penetration, ensuring Marksmage's bonus physical damage cuts through enemy resistances effectively. Mystic Punch reduces ability cooldowns by 1.25 seconds on each basic attack hit. This combination suits battle mages who need to survive close-range combat, letting them spam abilities while their auto-attacks deal meaningful damage through the penetration and AP scaling.

What Not to Pair with Marksmage

Bad augment synergies and low-value pairings to avoid

Avoid
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
53.33%
Pick Rate
0.87%
Games
176,296

Basic attacks deal bonus physical damage equal to 75% AP .

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EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
52.77%
Pick Rate
0.45%
Games
90,491

Convert all of your ability power into bonus attack damage at a rate of 1 bonus attack damage per 1. 66 ability power . Additionally, increase your total attack damage by 15% .

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Avoid Marksmage + EscAPADe

EscAPADe converts all ability power into bonus attack damage, which directly removes the scaling stat that Marksmage relies on to function. Since Marksmage deals bonus physical damage equal to 75% AP, converting that AP away leaves the augment with almost no effect, making this a hard anti-synergy that wastes both augments entirely.

Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
53.33%
Pick Rate
0.87%
Games
176,296

Basic attacks deal bonus physical damage equal to 75% AP .

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Draw Your Sword Draw Your Sword Draw Your Sword Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
60.54%
Pick Rate
0.17%
Games
34,201

Become melee , modifying your attack range to 200 units. Additionally, gain 30% bonus attack damage , 25% bonus attack speed , 30% bonus health , 25% bonus movement speed , and 20% life steal. These bonuses are increased by 0% – 30% (based on champion's default attack range). This augment is only available for ranged champions.

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Avoid Marksmage + Draw Your Sword

Draw Your Sword forces the champion to become melee with 200 attack range, which severely conflicts with Marksmage's design for basic attack enhancement. While the melee bonuses are strong, Marksmage is intended for ranged AP attackers who can safely weave basic attacks, and being forced into melee range negates that playstyle advantage.

Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
53.33%
Pick Rate
0.87%
Games
176,296

Basic attacks deal bonus physical damage equal to 75% AP .

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Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
47.70%
Pick Rate
0.34%
Games
69,389

Your base attack speed is set to a static amount of 0. 625 and your attack rate no longer benefits from any source of attack speed bonuses. In return, you gain 25 bonus attack damage and convert every 1% bonus attack speed into 1 bonus attack damage .

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Avoid Marksmage + Slow and Steady

Slow and Steady sets base attack speed to a static value and prevents all attack speed bonuses from affecting attack rate. Marksmage relies on basic attacks to deliver its 75% AP bonus damage, and being unable to scale attack speed severely limits the frequency of that damage output, wasting the augment's potential.

Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
53.33%
Pick Rate
0.87%
Games
176,296

Basic attacks deal bonus physical damage equal to 75% AP .

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Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.57%
Pick Rate
0.12%
Games
23,649

Upgrades Sword of Blossoming Dawn , empowering Peppermint to have its healing increased by 250%. Additionally, you gain 100% bonus attack speed , but your basic attacks against champions now deal 50% damage.

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Avoid Marksmage + Upgrade Sword of Blossoming Dawn

Upgrade Sword of Blossoming Dawn reduces basic attack damage against champions to 50%, which directly halves the effectiveness of Marksmage's bonus physical damage. Since Marksmage is designed to add substantial on-hit damage to basic attacks, cutting all basic attack damage in half creates a direct mechanical conflict that undermines the pairing.

Augment Explained

Marksmage

Augments

Sharpshooter Mage: Allows basic attacks to benefit from AP and trigger ability critical strikes, the core Rune for hybrid mage champions.

Mechanics Breakdown

Marksmage

Augments

"Sharpshooter: Core effect: Basic attacks gain 50% AP scaling \nCrit compatibility: Basic attacks can trigger crit effects from items like Infinity Edge \nBase bonus: Gain 10% attack speed \nStacking rules: Adds with other basic attack enhancement effects \nRestriction: Only applies to self basic attacks

Trigger Conditions

Marksmage

Augments

Sharpshooter: All basic attacks (including empowered attacks) Item on-hit effects Ability critical strikes from Sheen

What Does Not Trigger

Marksmage

Augments

Arcane Archer: Ability damage, True damage, Healing and shield effects

Hidden Mechanics

Marksmage

Augments

Battlecast Mage: AP bonus from auto-attacks applies after all other auto damage calculations. Critical damage formula from Stormrazor applies to autos. On-hit effects (Ruined King, Black Cleaver) still count as physical damage. Ineffective on summons

Best Champion Types

Marksmage

Augments

Mage Marksman: Hybrid mages (Ezreal, Jayce, Kassadin) Auto-attack mages (Twisted Fate, Kayle, Teemo) AP carry supports (Soraka, Karma)

Low-Value Champion Types

Marksmage

Augments

Sharpshooter Mage: Pure AD champions (Draven, Darius, Zed)\nPure tank champions (Alistar, Leona, Ornn)\nPure ability-based mages (Ziggs, Vel'Koz, Jinx)

Playstyle Tips

Marksmage

Augments

Sharpshooter Mage: Prioritize spell power to increase auto-attack damage Combine with Runaan's Hurricane to make autos crit Get attack speed items to increase auto frequency Alternate between auto-attacks and spells for maximum damage

Best Augment Combos

Marksmage

Augments

Marksmage + Witchful Thinking + Deft: Witchful Thinking provides raw AP that directly scales Marksmage's bonus attack damage, converting ability power into auto-attack power. Deft grants 60% attack speed to deliver these empowered basic attacks rapidly. Together, this combination transforms any champion into a hybrid threat whose auto-attacks hit like abilities, with attack speed ensuring the damage output is consistent in ARAM's constant teamfights. Marksmage + Eureka + Recursion: Eureka converts the AP built for Marksmage into ability haste, creating a feedback loop where AP fuels both damage and cooldown reduction. Recursion adds 60 flat ability haste. This combination enables spellcasters to weave abilities between empowered auto-attacks seamlessly, maintaining high uptime on spells while their basic attacks deal substantial bonus physical damage scaling with their primary stat. Marksmage + Dual Wield + Scopier Weapons: Dual Wield fires an additional bolt on each basic attack that applies on-hit effects at 40% effectiveness, meaning Marksmage's 75% AP bonus damage triggers twice per attack. Scopier Weapons adds 200 bonus attack range for safety. This combination excels on poke-oriented champions who can safely deliver devastating dual-hit empowered attacks from behind their team in ARAM's narrow lane. Marksmage + Thread the Needle + Mystic Punch: Thread the Needle provides 18% armor and magic penetration, ensuring Marksmage's bonus physical damage cuts through enemy resistances effectively. Mystic Punch reduces ability cooldowns by 1.25 seconds on each basic attack hit. This combination suits battle mages who need to survive close-range combat, letting them spam abilities while their auto-attacks deal meaningful damage through the penetration and AP scaling.

Bad Augment Synergies

Marksmage

Augments

Avoid Marksmage + EscAPADe: EscAPADe converts all ability power into bonus attack damage, which directly removes the scaling stat that Marksmage relies on to function. Since Marksmage deals bonus physical damage equal to 75% AP, converting that AP away leaves the augment with almost no effect, making this a hard anti-synergy that wastes both augments entirely. Avoid Marksmage + Draw Your Sword: Draw Your Sword forces the champion to become melee with 200 attack range, which severely conflicts with Marksmage's design for basic attack enhancement. While the melee bonuses are strong, Marksmage is intended for ranged AP attackers who can safely weave basic attacks, and being forced into melee range negates that playstyle advantage. Avoid Marksmage + Slow and Steady: Slow and Steady sets base attack speed to a static value and prevents all attack speed bonuses from affecting attack rate. Marksmage relies on basic attacks to deliver its 75% AP bonus damage, and being unable to scale attack speed severely limits the frequency of that damage output, wasting the augment's potential. Avoid Marksmage + Upgrade Sword of Blossoming Dawn: Upgrade Sword of Blossoming Dawn reduces basic attack damage against champions to 50%, which directly halves the effectiveness of Marksmage's bonus physical damage. Since Marksmage is designed to add substantial on-hit damage to basic attacks, cutting all basic attack damage in half creates a direct mechanical conflict that undermines the pairing.

Common Mistakes

Marksmage

Augments

Arcane Fire: Don't think all basic attack damage is magical, on-hit effects remain physical. Don't ignore crit benefit from Runaan's Hurricane. Don't build too much attack damage, AP scales better. Note enemy armor and magic resist, build accordingly.