Published May 18, 2026; updated for ARAM Mayhem on the League of Legends live-client ruleset and current community data references from Riot Games, League of Graphs, Lolalytics, OP.GG, U.GG, Mobalytics, LoLalytics ARAM pages, LoL Fandom, and ARAMayhem.com. The short answer is: yes, give dice to teammates in ARAM Mayhem when the reroll improves the team's win condition without deleting your own key role. No, do not reroll just because someone types "dice pls" before anyone has checked the bench, frontline, damage profile, or engage tools.

The most important correction comes first: in ARAM Mayhem, "giving dice" does not mean transferring reroll charges to another player. League's ARAM champion select reroll system, as documented by the League client behavior and LoL Fandom's ARAM champion select mechanics, only lets a player spend their own reroll to generate a new random champion; the replaced champion goes into the shared bench, where teammates can pick it. So when a teammate asks for dice, the real question is not "Should I donate a resource?" The real question is: should you spend one of your rerolls to add one more champion to the bench for the entire lobby?

That difference matters even more in ARAM Mayhem than in regular ARAM. Mayhem games punish incomplete drafts harder because fights start earlier, snowball windows are sharper, and one missing job can ruin the whole composition. In standard ARAM, a weak draft can sometimes stall long enough for items. In ARAM Mayhem, a draft with no reliable engage, no sustained damage, or five fragile poke champions often loses the first two major fights and never gets lane control back. A smart ARAM Mayhem reroll strategy is not generosity; it is resource management.

What "Giving Dice" Really Means in ARAM Mayhem

Riot's ARAM reroll system gives players reroll charges over time based on games played and champion ownership, while the champion select bench stores rerolled champions for teammates to claim. The official client shows reroll charges beside the player portrait, and LoL Fandom's ARAM page records the shared-bench interaction: once a champion is rerolled away, it becomes available to allies unless someone locks or swaps first. There is no button that sends one reroll charge to another account.

Example: you start on Sejuani, your teammate has Yuumi, and the bench is empty. If you reroll Sejuani and hit Ziggs, Sejuani enters the bench. Your Yuumi player can take Sejuani, but your team has now changed from "one stable frontline already secured" to "frontline available only if that teammate actually grabs it." In ARAM Mayhem, that five-second gap can create a bad lobby outcome: another teammate may panic-swap, the Sejuani player may hesitate, and the draft may end with no tank. The correct action is simple: 1 typed message + 1 confirmed swap + 1 reroll = controlled bench upgrade. Type "I can roll Sej to bench if you take it," wait for the teammate to answer, then reroll. The result is a planned role transfer instead of a coin flip.

This is why a good ARAM Mayhem dice guide starts with communication, not probability. Dice are not private entertainment tokens. They are limited draft tools that create public options.

When You Should Reroll for Teammates

The best time to reroll for a teammate is when three conditions are true: the teammate has a clear champion preference, the current team composition is missing a required role, and your team has a safe fallback on the bench. In that order. Skipping any one of those checks turns a strong reroll into gambling.

First, reroll when a teammate is clearly strong on a specific type of champion. Current performance data from sites such as OP.GG, U.GG, Lolalytics, and League of Graphs can show broad ARAM trends, but in champion select the fastest signal is player confidence. If a teammate writes "I can play any enchanter, looking for Milio/Sona/Seraphine," that is actionable. If your team already has Leona on the bench and you are holding Braum, spending 1 reroll to search for an enchanter can create a better protection shell. Action: use 1 reroll after confirming the teammate will take the hit champion; result: the team gains a player on a comfort pick while keeping at least one tank option available.

Second, reroll when the draft is missing a core Mayhem role. A five-damage draft can look fun, but ARAM Mayhem usually exposes it fast. If your team shows Xerath, Jayce, Lux, Jhin, and Nidalee, the missing role is not "more poke." The missing role is a body that can start or absorb a fight. If you are on Jayce and the bench contains Varus and Vel'Koz, rerolling for your teammate who wants "anything tanky" is correct only if the reroll places Jayce on the bench and someone is willing to take him back if the roll fails. Action: spend 1 reroll to search for frontline; result: even a mediocre tank such as Maokai, Nautilus, or Zac can convert five poke champions into a comp that survives all-in pressure.

Third, reroll when the bench already protects the team from disaster. This is the most underrated ARAM Mayhem champion select tip. If the bench has Sivir, Renata, and Ornn, your team has waveclear, disengage, and frontline stored. That bench can support a reroll. If the bench is empty and you are holding the only engage champion, your reroll risks deleting the draft's spine. In my own Mayhem games, the cleanest rerolls happen after the first 15 seconds, not instantly at spawn, because the bench has enough information by then. Action: wait 10-15 seconds, count the six roles, then roll; result: the reroll adds options instead of removing the only win condition.

When You Should Not Give Dice

Do not reroll when your current champion is the composition's only reliable answer to the enemy's likely pressure. The client does not show the enemy team during ARAM champion select, so the safest assumption is that Mayhem will generate repeated forced fights. If you are the only champion with instant engage, point-and-click lockdown, or durable frontline, keep it unless a comparable replacement is already on the bench.

Example: your team has Jinx, Kog'Maw, Brand, Soraka, and you are on Alistar. A teammate asks for dice because they dislike Kog'Maw. Do not roll Alistar away. Action: keep Alistar, ask the Kog'Maw player to use their own reroll, and mark the bench after the roll; result: the team preserves peel and engage for two immobile carries. Losing Alistar here is not a small preference change. It removes the champion who lets Jinx and Kog'Maw stand still long enough to deal damage.

Do not reroll when the team already has a coherent ARAM Mayhem comp. A strong Mayhem draft does not need to be beautiful; it needs jobs covered. For example, Malphite, Ahri, Kai'Sa, Karma, and Graves already has engage, pick threat, sustained damage, shielding, and short-range skirmish power. If someone asks for a reroll because they want Yasuo, the correct response is no unless Yasuo directly improves a known pairing and a replacement role remains covered. Action: decline the reroll, lock the balanced comp, and use snowball timers around Malphite ultimate; result: the team enters the game with a clear first-fight plan instead of five disconnected comfort picks.

Do not spend dice for blind entertainment requests. "Roll for fun," "give me something broken," or "I only play assassins" are not draft reasons. ARAM Mayhem already creates enough chaos through accelerated fighting and unusual power spikes; champion select should reduce chaos, not multiply it. If a teammate wants a flashy pick while your comp lacks waveclear, the correct move is to prioritize the missing function. Action: type one role-based answer, such as "Need waveclear or tank first," then hold the reroll; result: the lobby discussion moves from champion names to win conditions.

The ARAM Mayhem Reroll Priority Framework

A practical ARAM Mayhem team comp guide should rank roles by how urgently they change fight outcomes. Use this order during champion select: frontline, sustained damage, reliable control, waveclear or poke, healing/shielding, then secondary engage. The order is not random. Mayhem fights often collapse quickly, so the first requirement is someone who can survive contact. After that, the team needs damage that does not vanish after one spell rotation.

1. Frontline: If your team has zero durable champions, spend rerolls to find one before chasing luxury picks. Example: five ranged champions with no tank should use 1-2 total team rerolls until a tank, bruiser, or hard-engage support appears. Result: your backline gains a fixed point to play behind.

2. Sustained damage: If the team has three poke mages and two supports, search for an ADC, DPS mage, or fighter. Example: Lux, Xerath, Morgana, Janna, and Nami can harass, but cannot reliably kill a Warmog's frontline. Action: reroll one support or one duplicate poke slot; result: a champion like Kog'Maw, Cassiopeia, Azir, Kayle, or Vayne gives the comp a way to finish extended fights.

3. Control: Mayhem rewards champions that stop resets and dashes. If the draft lacks stuns, roots, knockups, silences, or suppression, reroll low-impact duplicates. Example: Nidalee, Jayce, Ezreal, Ziggs, and Kai'Sa has poke but weak lockdown. Action: spend 1 reroll from the least essential poke slot; result: even Lissandra or Amumu can turn scattered damage into confirmed kills.

4. Poke and waveclear: Once frontline and DPS exist, poke becomes valuable because it controls health bars before forced fights. Example: Ornn, Trundle, Samira, Lulu, and Rell lacks safe long-range pressure. Action: reroll one engage duplicate if the bench has another tank; result: adding Ziggs, Varus, Corki, or Hwei lets the team soften targets before the all-in.

5. Healing and shielding: Enchanters are strongest when they protect an existing carry or amplify a bruiser. They are weak when drafted as a substitute for frontline. Example: Lulu with Kog'Maw and Sejuani is a win-condition amplifier; Lulu with four artillery mages is only a bandage. Action: reroll for shielding after carry plus frontline are visible; result: protection multiplies a real damage source instead of delaying an inevitable collapse.

6. Engage redundancy: A second engage tool is useful after the first five jobs are covered. Malphite plus Rakan is excellent if the team also has DPS. Malphite plus Rakan plus Alistar with no backline damage is a low-damage pileup. Action: stop rolling once two engage champions are available; result: remaining dice stay saved for future lobbies instead of overloading one role.

New Players' 3 Most Common Dice Mistakes

Mistake 1: Double-rerolling instantly before reading the comp

The fastest way to waste resources is pressing both rerolls in the first three seconds. In ARAM Mayhem, early information is worth more than early excitement. The fix is strict: wait until all five champions appear, count missing roles, then use 0, 1, or 2 rerolls. Example: if your first lobby shows Sion, Jinx, Orianna, Karma, and Vi, no immediate reroll is needed. Result: you save dice for a future lobby where the first draft has no frontline or DPS.

Mistake 2: Rerolling away the only hard engage

Many players undervalue champions like Leona, Nautilus, Amumu, Zac, and Rell because damage numbers look more exciting. In Mayhem, these champions decide when the fight starts. The fix: never reroll the only hard-engage champion unless the bench already contains another starter. Example: if you are Nautilus and the bench has Malphite, rolling is safe because Malphite covers initiation. If the bench has only Lux and Ashe, keep Nautilus. Result: the team keeps a guaranteed fight button.

Mistake 3: Treating teammate requests as orders

A teammate asking for dice is giving information, not issuing a command. The fix is to ask one role-based question: "What role are you looking for?" If the answer is "tank," "ADC," "enchanter," or "waveclear," the request has draft value. If the answer is "anything funny," hold the dice. Example: a teammate on Draven asks for a reroll because they can play Sona, Seraphine, or Milio well. If your team already has Kai'Sa and Viego but lacks sustain, rolling a non-core duplicate is correct. Result: one reroll can convert a fragile brawl comp into a protected scaling comp.

FAQ: ARAM Mayhem Dice and Teammate Rerolls

Can you directly give dice to teammates in ARAM Mayhem?

No. The League client does not allow direct transfer of reroll charges. Spending a reroll places your previous champion into the shared bench, where teammates may select it. That is the real meaning behind "give dice" in ARAM Mayhem.

Should you reroll for teammates in ARAM Mayhem if they ask politely?

Only if the reroll improves the draft. A polite request still needs a role reason. If the team lacks frontline and the teammate can play tanks, use 1 reroll from a non-essential champion. If the team is already balanced and the request is only for a favorite carry, keep the current comp.

How many dice should a team spend in champion select?

Spend the minimum number needed to cover missing roles. A clean lobby with frontline, DPS, control, and support tools needs 0 rerolls. A lobby with five squishy poke champions can justify 2-4 total team rerolls, but only until frontline or engage appears.

Is it better to save dice for future ARAM Mayhem games?

Yes, when the current draft already has a clear win condition. Saving dice is correct after the team has one durable starter, one sustained damage source, one control layer, and one secondary utility option. Burning dice after that usually creates sidegrades, not wins.

What is the best ARAM Mayhem reroll strategy for solo queue?

Use role-based communication and protect rare functions. Type short instructions: "Keep tank," "Need DPS," "Bench has engage, safe to roll," or "Don't roll only frontline." One clear sentence before rerolling prevents the most common solo queue draft mistakes.

Action Plan: The 20-Second Dice Rule

Use a fixed 20-second process every ARAM Mayhem champion select. From 0-5 seconds, identify your own role. From 5-10 seconds, scan the bench and count frontline, sustained damage, control, poke, shielding, and engage. From 10-15 seconds, answer teammate requests only if they name a useful role. From 15-20 seconds, spend 1 reroll only when it fills a missing job or creates a better comfort pick without removing the team's core.

The strongest ARAM Mayhem dice decisions feel boring in champion select and obvious after the first fight. Keeping Alistar instead of chasing a random carry, rolling a duplicate poke mage to find frontline, or refusing a blind "dice pls" request will not earn applause in lobby chat. It will earn space in the first brawl, cleaner resets after the first tower, and fewer games where the team realizes too late that nobody can start, peel, or kill tanks.