ARAM Mayhem ARAM Mayhem rankings / builds / augments
Augment Details Gold T1 Patch 26.9
It's Killing Time

What Not to Pair with It's Killing Time

What not to pair with It's Killing Time in ARAM Mayhem, covering bad augment synergies and low-value combinations.

54.14%Win Rate
1.07%Pick Rate
T1Tier
216,930Games

What Not to Pair with It's Killing Time

Bad augment synergies and pairings to avoid

Avoid
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
54.14%
Pick Rate
1.07%
Games
216,930

Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them.

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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 It's Killing Time + Back to Basics

Avoid this pairing because Back to Basics permanently seals your ultimate ability, rendering It's Killing Time completely non-functional. Since It's Killing Time triggers exclusively upon casting your ultimate to apply Death Mark, having no ultimate means the augment provides zero value and wastes an augment slot entirely.

It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
54.14%
Pick Rate
1.07%
Games
216,930

Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them.

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Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.87%
Pick Rate
0.26%
Games
52,593

You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal pre-mitigation.

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Avoid It's Killing Time + Glass Cannon

This pairing has strong anti-synergy because Glass Cannon caps your health at 70% maximum, severely limiting your survivability during the 5-second Death Mark window. It's Killing Time requires you to deal sustained damage over time to maximize the stored damage detonation, but Glass Cannon's fragility makes you likely to die before the mark fully utilizes your damage output.

It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
54.14%
Pick Rate
1.07%
Games
216,930

Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them.

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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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Avoid It's Killing Time + Vampirism

This pairing is weak because Vampirism disables all healing from allies and sets health regeneration to zero. It's Killing Time benefits from extended fights where you can accumulate stored damage, but Vampirism's healing restriction combined with no regeneration leaves you vulnerable to poke and burst, reducing your effective uptime to stack the Death Mark.

It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
54.14%
Pick Rate
1.07%
Games
216,930

Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them.

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Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
55.07%
Pick Rate
0.85%
Games
173,099

Gain 1500 bonus health , but reduce your damage output by 10%.

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Avoid It's Killing Time + Celestial Body

This pairing is suboptimal because Celestial Body reduces your damage output by 10%, directly diminishing the damage stored by Death Mark. Since It's Killing Time stores 40% of post-mitigation damage dealt, the 10% damage reduction compounds to significantly lower the true damage detonation, making both augments work against each other's core purpose.

What Not to Pair with It's Killing Time

Bad augment synergies and pairings to avoid

Augments

Avoid It's Killing Time + Back to Basics: Avoid this pairing because Back to Basics permanently seals your ultimate ability, rendering It's Killing Time completely non-functional. Since It's Killing Time triggers exclusively upon casting your ultimate to apply Death Mark, having no ultimate means the augment provides zero value and wastes an augment slot entirely. Avoid It's Killing Time + Glass Cannon: This pairing has strong anti-synergy because Glass Cannon caps your health at 70% maximum, severely limiting your survivability during the 5-second Death Mark window. It's Killing Time requires you to deal sustained damage over time to maximize the stored damage detonation, but Glass Cannon's fragility makes you likely to die before the mark fully utilizes your damage output. Avoid It's Killing Time + Vampirism: This pairing is weak because Vampirism disables all healing from allies and sets health regeneration to zero. It's Killing Time benefits from extended fights where you can accumulate stored damage, but Vampirism's healing restriction combined with no regeneration leaves you vulnerable to poke and burst, reducing your effective uptime to stack the Death Mark. Avoid It's Killing Time + Celestial Body: This pairing is suboptimal because Celestial Body reduces your damage output by 10%, directly diminishing the damage stored by Death Mark. Since It's Killing Time stores 40% of post-mitigation damage dealt, the 10% damage reduction compounds to significantly lower the true damage detonation, making both augments work against each other's core purpose.