ARAM Mayhem ARAM Mayhem rankings / builds / augments
Augment Details Gold T1 Patch 26.9
Magic Missile

Magic Missile ARAM Mayhem Augment Guide

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.

62.75%Win Rate
1.79%Pick Rate
T1Tier
364,174Games

Performance by Stage

Performance by stage

Stage stats
StageWin RatePick RateGamesPatch
Stage1T153.98%2.35%134,94226.9
Stage2T154.88%1.94%111,59026.9
Stage3T155.57%2.16%121,73726.9
Stage4T154.55%2.07%101,07426.9
Stage5T266.52%0.91%45426.9

Best Champions

Best champions with this augment

Top synergy

Magic Missile Hextech Combos

Must-have augment combinations extracted from the guide

Combos
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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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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Magic Missile + Jeweled Gauntlet

Jeweled Gauntlet enables abilities to critically strike, which pairs perfectly with Magic Missile's ability damage trigger. Both augments scale with AP and reward frequent ability casts in ARAM's constant teamfights. The critical strike chance from Jeweled Gauntlet provides additional damage scaling, while Magic Missile adds percentage max health true damage that reaches maximum potency at 1000 units, ideal for poke mages.

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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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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Magic Missile + Recursion

Recursion grants 60 ability haste, enabling much more frequent ability casts to trigger Magic Missile's firecrackers. The reduced cooldowns mean more consistent activation of the 6-second internal cooldown per target, maximizing the true damage output. This combination excels on champions with low-cooldown abilities who can reliably proc Magic Missile multiple times throughout extended ARAM skirmishes.

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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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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Magic Missile + Thread the Needle

Thread the Needle provides 18% armor and magic penetration, amplifying all damage dealt including the ability hits required to trigger Magic Missile. The penetration ensures abilities deal more post-mitigation damage, while Magic Missile's true damage bypasses resistances entirely. This dual-threat combination shreds both squishy and tanky targets in ARAM's narrow lane where hitting abilities is nearly guaranteed.

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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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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Magic Missile + Eureka

Eureka grants ability haste equal to 30% of AP, creating a scaling cooldown reduction engine for AP champions. Higher ability haste means more frequent ability casts to trigger Magic Missile's firecrackers. This synergy rewards building ability power, as each point of AP simultaneously increases damage output and reduces cooldowns, creating a self-reinforcing cycle for sustained damage dealers.

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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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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Magic Missile + Executioner

Executioner provides 10% increased damage to enemies below 30% health and resets basic ability cooldowns on takedowns. The execute damage amplification stacks with Magic Missile's true damage for finishing low-health targets, while the reset mechanic enables rapid successive ability casts to trigger additional firecrackers during chain kills in ARAM teamfights.

What Not to Pair with Magic Missile

Bad augment synergies and low-value pairings to avoid

Avoid
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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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 Magic Missile + Draw Your Sword

Avoid this pairing because Draw Your Sword forces you to become melee with 200 attack range, severely reducing the distance your Firecrackers travel. Magic Missile deals maximum damage at 1000 units distance, so being forced into melee range drastically reduces the damage output of every Firecracker proc.

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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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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Avoid Magic Missile + Deft

This pairing has poor synergy because Magic Missile triggers on ability damage with a 6-second cooldown per cast, not on basic attacks. Deft provides 60% bonus attack speed which does nothing to increase Magic Missile's trigger rate, wasting the augment slot on irrelevant stats.

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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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 Magic Missile + Slow and Steady

Slow and Steady sets your attack speed to a static 0.625 and prevents all attack speed bonuses. While Magic Missile is ability-based and unaffected directly, you lose all attack speed scaling from other sources, creating a restrictive build that conflicts with many complementary options.

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.

View augment details
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.20%
Pick Rate
0.10%
Games
20,227

Your champion abilities deal 35% increased damage and you gain 70 ability haste and 35% increased healing and shielding from all sources, but your ultimate ability is permanently sealed .

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Avoid Magic Missile + Back to Basics

Back to Basics seals your ultimate ability permanently, which can significantly reduce your overall damage output and ability casts. Magic Missile benefits from frequent ability usage, and losing your ultimate means fewer opportunities to trigger the Firecrackers on enemy champions.

Augment Explained

Magic Missile

Augments

Magic Missiles: Abilities fire multiple magic missiles that deal AoE magic damage to nearby enemies, with more missiles and higher damage based on AP, a mage's tool for waveclear and teamfights.

Mechanics Breakdown

Magic Missile

Augments

Magic Missile: Core effect: Each skill hit on enemy champions fires 3 magic missiles, dealing magic damage to enemies within 300 range. Base damage: Each missile deals 20-80 magic damage (scales with level). Stat bonus: Each missile gains 40% AP scaling. Additional missiles: +1 missile per 100 AP (max +5, total 8 missiles). Cooldown: Only triggers once per skill cast, regardless of number of hits hit. Area damage: Missiles explode for 150 AoE damage, multiple missiles can hit the same target.

Trigger Conditions

Magic Missile

Augments

Magic Missile: All active skill damage (only AP abilities and AD converted to AP abilities) Equipment skill damage (such as Luden's Echo, Morellonomicon) Pet skill damage (such as Annie's bear, Malzahar's Voidling) First hit of damage over time skills (subsequent ticks do not trigger)

What Does Not Trigger

Magic Missile

Augments

Magic Missile: Basic attacks (including enhanced), Pure AD skill damage, True damage, Healing/Shields, Tower/minion attacks, Secondary hits from multi-hit abilities

Hidden Mechanics

Magic Missile

Augments

Magic Missile: Missile Spread: Missiles automatically spread to nearby unhit enemies, not all hitting one target Penetration: Missiles penetrate minions and monsters, exploding only on enemy champions Critical Compatibility: Missiles can trigger skill crits from Runaan's Hurricane AP Threshold: Each 100 AP adds 1 missile, maxing at 8 missiles with 500 AP First Hit Only: Only the first hit of damage-over-time skills triggers missiles, subsequent ticks do not

Best Champion Types

Magic Missile

Augments

Magic Missile: High AP burst mages (like Ziggs, Viktor, Ziggs) Large AOE mages (like Brand, Kennen, Morgana) Short cooldown mages (like Lux, Neeko, Viktor) Summoner mages (like Annie, Malzahar, Yorick)

Low-Value Champion Types

Magic Missile

Augments

Pure AD champions (like Vayne, Draven, Darius) Pure auto-attack ADCs Pure tank champions Heroes with extremely long skill cooldowns Mages focused on sustained damage (like Teemo, Anivia, Singed)

Playstyle Tips

Magic Missile

Augments

Magic Missiles: Prioritize AP: AP increases missile damage and quantity, making it core. Try to hit multiple enemies with abilities: triggering missiles deals massive AoE damage to surrounding enemies. Focus on wave clearing early: missiles clear waves very fast, allowing for fast push, scaling, and roaming. Position in backline in teamfights: use AoE damage to hit multiple enemies. 500 AP is cap: after reaching 500 AP, missile quantity caps, so build magic penetration and ability haste.

Best Augment Combos

Magic Missile

Augments

Magic Missile + Jeweled Gauntlet: Jeweled Gauntlet enables abilities to critically strike, which pairs perfectly with Magic Missile's ability damage trigger. Both augments scale with AP and reward frequent ability casts in ARAM's constant teamfights. The critical strike chance from Jeweled Gauntlet provides additional damage scaling, while Magic Missile adds percentage max health true damage that reaches maximum potency at 1000 units, ideal for poke mages. Magic Missile + Recursion: Recursion grants 60 ability haste, enabling much more frequent ability casts to trigger Magic Missile's firecrackers. The reduced cooldowns mean more consistent activation of the 6-second internal cooldown per target, maximizing the true damage output. This combination excels on champions with low-cooldown abilities who can reliably proc Magic Missile multiple times throughout extended ARAM skirmishes. Magic Missile + Thread the Needle: Thread the Needle provides 18% armor and magic penetration, amplifying all damage dealt including the ability hits required to trigger Magic Missile. The penetration ensures abilities deal more post-mitigation damage, while Magic Missile's true damage bypasses resistances entirely. This dual-threat combination shreds both squishy and tanky targets in ARAM's narrow lane where hitting abilities is nearly guaranteed. Magic Missile + Eureka: Eureka grants ability haste equal to 30% of AP, creating a scaling cooldown reduction engine for AP champions. Higher ability haste means more frequent ability casts to trigger Magic Missile's firecrackers. This synergy rewards building ability power, as each point of AP simultaneously increases damage output and reduces cooldowns, creating a self-reinforcing cycle for sustained damage dealers. Magic Missile + Executioner: Executioner provides 10% increased damage to enemies below 30% health and resets basic ability cooldowns on takedowns. The execute damage amplification stacks with Magic Missile's true damage for finishing low-health targets, while the reset mechanic enables rapid successive ability casts to trigger additional firecrackers during chain kills in ARAM teamfights.

Bad Augment Synergies

Magic Missile

Augments

Avoid Magic Missile + Draw Your Sword: Avoid this pairing because Draw Your Sword forces you to become melee with 200 attack range, severely reducing the distance your Firecrackers travel. Magic Missile deals maximum damage at 1000 units distance, so being forced into melee range drastically reduces the damage output of every Firecracker proc. Avoid Magic Missile + Deft: This pairing has poor synergy because Magic Missile triggers on ability damage with a 6-second cooldown per cast, not on basic attacks. Deft provides 60% bonus attack speed which does nothing to increase Magic Missile's trigger rate, wasting the augment slot on irrelevant stats. Avoid Magic Missile + Slow and Steady: Slow and Steady sets your attack speed to a static 0.625 and prevents all attack speed bonuses. While Magic Missile is ability-based and unaffected directly, you lose all attack speed scaling from other sources, creating a restrictive build that conflicts with many complementary options. Avoid Magic Missile + Back to Basics: Back to Basics seals your ultimate ability permanently, which can significantly reduce your overall damage output and ability casts. Magic Missile benefits from frequent ability usage, and losing your ultimate means fewer opportunities to trigger the Firecrackers on enemy champions.

Common Mistakes

Magic Missile

Augments

Magic Missiles: Don't take on AD champions: AP scaling on missiles is very weak for pure AD champions better to take AD runes. Don't ignore AoE damage: Many players only focus on the primary target, forgetting missiles hit surrounding enemies. Don't build too much ability haste: Before reaching 500 AP, AP provides much better value than ability haste. Don't use DoT abilities to trigger: Only the first hit of DoT abilities triggers missiles, providing low value. Watch missile cooldown: Each ability can only trigger one missile don't waste basic abilities on single targets. Don't force damage in losing lanes: Magic Missile champions are squishy in losing lanes, build defensive items first.