ARAM Mayhem ARAM Mayhem rankings / builds / augments
Augment Details Silver T5 Patch 26.9
Spin To Win

Spin To Win ARAM Mayhem Augment Guide

Your spinning abilities deal 30% increased damage and have their cooldown reduced equivalent to 30 ability haste.

49.59%Win Rate
0.09%Pick Rate
T5Tier
17,664Games

Performance by Stage

Performance by stage

Stage stats
StageWin RatePick RateGamesPatch
Stage1T549.38%0.04%2,25226.9
Stage2T548.79%0.09%5,40326.9
Stage3T549.33%0.09%5,19026.9
Stage4T550.20%0.10%4,92426.9

Best Champions

Best champions with this augment

Top synergy

Spin To Win Hextech Combos

Must-have augment combinations extracted from the guide

Combos
Spin To Win Spin To Win Spin To Win Silver
Rarity
Silver
Tier
T5
Win Rate
49.59%
Pick Rate
0.09%
Games
17,664

Your spinning abilities deal 30% increased damage and have their cooldown reduced equivalent to 30 ability haste.

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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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Spin To Win + Jeweled Gauntlet

Jeweled Gauntlet enables abilities to critically strike, which combines with Spin To Win's 30% damage increase on spinning abilities for devastating burst. The 30 ability haste from Spin To Win means more frequent casts, and each spinning ability can now crit for massive damage. This transforms champions like Garen, Darius, or Katarina into spinning death machines.

Spin To Win Spin To Win Spin To Win Silver
Rarity
Silver
Tier
T5
Win Rate
49.59%
Pick Rate
0.09%
Games
17,664

Your spinning abilities deal 30% increased damage and have their cooldown reduced equivalent to 30 ability haste.

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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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Spin To Win + Recursion

Recursion grants 60 ability haste, stacking with Spin To Win's 30 ability haste for spinning abilities. This creates near-spammable rotations on champions with spinning skills. The combined 90 ability haste equivalent lets champions like Garen or Renekton spin almost continuously in ARAM's constant teamfights, overwhelming enemies with sustained damage output.

Spin To Win Spin To Win Spin To Win Silver
Rarity
Silver
Tier
T5
Win Rate
49.59%
Pick Rate
0.09%
Games
17,664

Your spinning abilities deal 30% increased damage and have their cooldown reduced equivalent to 30 ability haste.

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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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Spin To Win + Thread the Needle

Thread the Needle provides 18% armor and magic penetration, amplifying Spin To Win's 30% increased damage on spinning abilities. The penetration ensures the boosted damage punches through resistances effectively. This combination excels on hybrid damage spinners like Katarina or Wukong, making their enhanced spinning abilities deal near-true damage to enemy champions.

Spin To Win Spin To Win Spin To Win Silver
Rarity
Silver
Tier
T5
Win Rate
49.59%
Pick Rate
0.09%
Games
17,664

Your spinning abilities deal 30% increased damage and have their cooldown reduced equivalent to 30 ability haste.

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Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
58.75%
Pick Rate
1.04%
Games
210,405

Gain 15% omnivamp .

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Spin To Win + Goredrink

Goredrink grants 15% omnivamp, providing crucial sustain for champions who spin in melee range. Spin To Win's damage increase and cooldown reduction mean more damage dealt and more frequent spins, both feeding into the omnivamp healing. This keeps spinners like Garen or Darius alive during extended ARAM teamfights while they deal enhanced damage.

What Not to Pair with Spin To Win

Bad augment synergies and low-value pairings to avoid

Avoid
Spin To Win Spin To Win Spin To Win Silver
Rarity
Silver
Tier
T5
Win Rate
49.59%
Pick Rate
0.09%
Games
17,664

Your spinning abilities deal 30% increased damage and have their cooldown reduced equivalent to 30 ability haste.

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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 Spin To Win + Draw Your Sword

Avoid this pairing because Draw Your Sword forces your champion to become melee with 200 attack range, which severely limits the effectiveness of spinning abilities that typically benefit from positioning flexibility. The attack speed and attack damage bonuses from Draw Your Sword do not enhance spinning abilities, making Spin To Win's damage and cooldown bonuses largely wasted on a melee conversion build.

Spin To Win Spin To Win Spin To Win Silver
Rarity
Silver
Tier
T5
Win Rate
49.59%
Pick Rate
0.09%
Games
17,664

Your spinning abilities deal 30% increased damage and have their cooldown reduced equivalent to 30 ability haste.

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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 Spin To Win + Slow and Steady

Avoid this pairing because Slow and Steady locks your attack speed at 0.625 and prevents all attack speed bonuses from working. Spin To Win provides ability haste and damage for spinning abilities, but the attack damage conversion from Slow and Steady does not benefit spinning ability damage, creating a significant stat mismatch with minimal synergy.

Spin To Win Spin To Win Spin To Win Silver
Rarity
Silver
Tier
T5
Win Rate
49.59%
Pick Rate
0.09%
Games
17,664

Your spinning abilities deal 30% increased damage and have their cooldown reduced equivalent to 30 ability haste.

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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 Spin To Win + Back to Basics

Avoid this pairing because Back to Basics permanently seals your ultimate ability, which eliminates any potential spinning ultimate abilities from benefiting from Spin To Win's 30% increased damage and 30 ability haste. This creates a direct mechanical conflict where Spin To Win cannot enhance a sealed ultimate, wasting a portion of its potential value.

Spin To Win Spin To Win Spin To Win Silver
Rarity
Silver
Tier
T5
Win Rate
49.59%
Pick Rate
0.09%
Games
17,664

Your spinning abilities deal 30% increased damage and have their cooldown reduced equivalent to 30 ability haste.

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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 Spin To Win + Deft

Avoid this pairing because Deft grants 60% bonus attack speed which does not enhance spinning abilities in any way. Spin To Win specifically buffs spinning abilities with damage and ability haste, while Deft only improves basic attacks. These two augments provide completely separate benefits with no mechanical overlap or synergy.

Augment Explained

Spin To Win

Augments

"Spin to Win": Gain energy while moving, next skill knocks up and damages in AoE at max energy. Higher mobility equals higher benefit.

Mechanics Breakdown

Spin To Win

Augments

"Spin to Win: Core effect: Gain 10 energy per second while moving, max 100\nFull energy next active ability gains bonus effect Area damage: 80-200 physical damage (scales with level), 250 range Knockup effect: 0.5 second knockup Attribute bonus: Damage receives 40% AD + 30% AP scaling Release window: Energy is cleared if not used within 5 seconds of being full

Trigger Conditions

Spin To Win

Augments

Any form of movement (walking, dashes, Flash), all active abilities (including item abilities), Hextech Flash

What Does Not Trigger

Spin To Win

Augments

Spin to Win: While standing still, summoner spells (except Flash), healing/shield skills, each tick of damage-over-time skills

Hidden Mechanics

Spin To Win

Augments

Spin to Win: Dash charge: Gain 30 energy instantly on using dash ability. Knockup scaling: +0.1s knockup duration per 100 bonus move speed (max +0.5s). Death retention: Retain 50% energy on death. Multi-hit spells: Only first hit applies spin effect.

Best Champion Types

Spin To Win

Augments

Spin to Win: High-mobility champions, multi-dash champions, melee assassins, fighters

Low-Value Champion Types

Spin To Win

Augments

Spin to Win: Champions without mobility Slow movement speed Ranged poke mages Pure tank heroes

Playstyle Tips

Spin To Win

Augments

Spin to Win: Use movement and dashes to quickly charge energy. Use AOE or CC to knock up multiple enemies at max energy. Poke to charge energy before teamfights. Build movement speed items to charge faster and extend knock-up time. Flash for unexpected engages.

Best Augment Combos

Spin To Win

Augments

Spin To Win + Jeweled Gauntlet: Jeweled Gauntlet enables abilities to critically strike, which combines with Spin To Win's 30% damage increase on spinning abilities for devastating burst. The 30 ability haste from Spin To Win means more frequent casts, and each spinning ability can now crit for massive damage. This transforms champions like Garen, Darius, or Katarina into spinning death machines. Spin To Win + Recursion: Recursion grants 60 ability haste, stacking with Spin To Win's 30 ability haste for spinning abilities. This creates near-spammable rotations on champions with spinning skills. The combined 90 ability haste equivalent lets champions like Garen or Renekton spin almost continuously in ARAM's constant teamfights, overwhelming enemies with sustained damage output. Spin To Win + Thread the Needle: Thread the Needle provides 18% armor and magic penetration, amplifying Spin To Win's 30% increased damage on spinning abilities. The penetration ensures the boosted damage punches through resistances effectively. This combination excels on hybrid damage spinners like Katarina or Wukong, making their enhanced spinning abilities deal near-true damage to enemy champions. Spin To Win + Goredrink: Goredrink grants 15% omnivamp, providing crucial sustain for champions who spin in melee range. Spin To Win's damage increase and cooldown reduction mean more damage dealt and more frequent spins, both feeding into the omnivamp healing. This keeps spinners like Garen or Darius alive during extended ARAM teamfights while they deal enhanced damage.

Bad Augment Synergies

Spin To Win

Augments

Avoid Spin To Win + Draw Your Sword: Avoid this pairing because Draw Your Sword forces your champion to become melee with 200 attack range, which severely limits the effectiveness of spinning abilities that typically benefit from positioning flexibility. The attack speed and attack damage bonuses from Draw Your Sword do not enhance spinning abilities, making Spin To Win's damage and cooldown bonuses largely wasted on a melee conversion build. Avoid Spin To Win + Slow and Steady: Avoid this pairing because Slow and Steady locks your attack speed at 0.625 and prevents all attack speed bonuses from working. Spin To Win provides ability haste and damage for spinning abilities, but the attack damage conversion from Slow and Steady does not benefit spinning ability damage, creating a significant stat mismatch with minimal synergy. Avoid Spin To Win + Back to Basics: Avoid this pairing because Back to Basics permanently seals your ultimate ability, which eliminates any potential spinning ultimate abilities from benefiting from Spin To Win's 30% increased damage and 30 ability haste. This creates a direct mechanical conflict where Spin To Win cannot enhance a sealed ultimate, wasting a portion of its potential value. Avoid Spin To Win + Deft: Avoid this pairing because Deft grants 60% bonus attack speed which does not enhance spinning abilities in any way. Spin To Win specifically buffs spinning abilities with damage and ability haste, while Deft only improves basic attacks. These two augments provide completely separate benefits with no mechanical overlap or synergy.

Common Mistakes

Spin To Win

Augments

Spin to Win: Don't use key abilities without full energy: wastes spin effect. Don't stand still: keep moving to generate energy. Don't ignore knockup control value: control is more important than damage. Note 5-second activation window: energy clears after timeout.