ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T2 Rank #61

Xerath ARAM Mayhem Build & Best Augments

Xerath role and playstyle: baseline role is AP mage mid-lane style, with a core identity built around teamfight utility and damage output. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Key ARAM traits include AoE pressure, stun threat. Hextech augment reliance: High: this champion depends heavily on the right augments to unlock peak damage or survivability. Execution difficulty: Execution varies by matchup, but positioning and cooldown discipline remain important. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Xerath Xerath the Magus Ascendant Mage
TierT2
Rank#61
Win Rate50.90%
Pick Rate0.96%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.

Win Rate49.65%
Pick Rate22.48%
#2
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Horizon Focus Horizon Focus Horizon Focus
Total Price
2,700
Price
600

+75 Ability Power +25 Ability Haste Hypershot Dealing Ability damage to champions at 600 range or greater Reveals them for 6 seconds. Focus When Hypershot is triggered, Reveal all other enemy champions within 1400 range of them for 3 seconds.

Win Rate50.91%
Pick Rate12.54%
#3
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

Win Rate49.32%
Pick Rate6.65%

Situational itemstop 12

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

50.50%
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

51.04%
Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.

50.68%
Rabadon's Deathcap Rabadon's Deathcap Rabadon's Deathcap
Total Price
3,500
Price
1,100

+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.

52.50%
Horizon Focus Horizon Focus Horizon Focus
Total Price
2,700
Price
600

+75 Ability Power +25 Ability Haste Hypershot Dealing Ability damage to champions at 600 range or greater Reveals them for 6 seconds. Focus When Hypershot is triggered, Reveal all other enemy champions within 1400 range of them for 3 seconds.

51.15%
Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.

51.63%
Void Staff Void Staff Void Staff
Total Price
3,000
Price
1,050

+95 Ability Power +40% Magic Penetration

47.56%
Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

49.32%
Malignance Malignance Malignance
Total Price
2,700
Price
650

+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.

50.06%
Blackfire Torch Blackfire Torch Blackfire Torch
Total Price
2,800
Price
700

+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.

50.04%
Archangel's Staff Archangel's Staff Archangel's Staff
Total Price
2,900
Price
450

+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.

50.84%
Morellonomicon Morellonomicon Morellonomicon
Total Price
2,850
Price
400

+75 Ability Power +350 Health +15 Ability Haste Grievous Wounds: Dealing magic damage to champions applies 40% Wounds for 3 seconds.

45.82%

Starting items

Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.

51.44%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.

51.44%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.

51.68%
Sapphire Crystal Sapphire Crystal Sapphire Crystal
Total Price
300
Price
300

+300 Mana

49.94%
Amplifying Tome Amplifying Tome Amplifying Tome
Total Price
400
Price
400

+20 Ability Power

49.94%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

49.94%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.

49.94%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
54.13%
Pick Rate
11.65%
Games
3,209

Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing.

View augment details
GoldT154.13%11.65%3,209
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
53.61%
Pick Rate
8.29%
Games
2,283

You summon a Poro alongside yourself every 3. 5 seconds, up to 5 at a time. Damaging an enemy champion with a basic attack or ability, excluding those which apply damage over time , commands all of your Poros to launch themselves at the target, each dealing true damage equal to 3% of the target's maximum health . If triggered while at the maximum number of summoned Poros , the first Poro to hit the target also knocks them up for 0. 5 seconds. This augment is only offered to up to 1 player on each team for a given game.

View augment details
GoldT153.61%8.29%2,283
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
53.25%
Pick Rate
6.04%
Games
1,664

Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks).

View augment details
GoldT153.25%6.04%1,664
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
52.91%
Pick Rate
5.55%
Games
1,529

Critical strikes against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 20 – 100 (based on level) magic damage (4 second cooldown). Additionally, gain 25% critical strike chance .

View augment details
GoldT152.91%5.55%1,529
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.71%
Pick Rate
9.17%
Games
2,525

Damaging an enemy champion with an ability summons a Void Scar at the location they were damaged for 6 seconds (0. 75 -second cooldown per target). If another Void Scar is summoned within 1250 units, through the same condition, both Void Scars are consumed to create a rift to the void between them that converges over 0. 6 seconds and has a width of 250 units. Enemies within the rift are dealt 100 – 450 (based on level) (+ 5. 5 per 1 Lethality) (+ 5. 5 per 1 flat magic penetration) magic damage and slowed by 99% decaying over 1 second.

View augment details
PrismaticT152.71%9.17%2,525
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.61%
Pick Rate
15.72%
Games
4,328

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).

View augment details
PrismaticT152.61%15.72%4,328
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
52.49%
Pick Rate
6.86%
Games
1,890

Gain one random Prismatic augment, excluding the other two offerings in your current assortment.

View augment details
GoldT152.49%6.86%1,890
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
52.24%
Pick Rate
8.10%
Games
2,230

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT152.24%8.10%2,230
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
52.14%
Pick Rate
8.48%
Games
2,336

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT152.14%8.48%2,336
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
51.68%
Pick Rate
14.99%
Games
4,127

Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power .

View augment details
GoldT151.68%14.99%4,127
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.48%
Pick Rate
6.03%
Games
1,661

Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you.

View augment details
PrismaticT151.48%6.03%1,661
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
51.44%
Pick Rate
21.76%
Games
5,993

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
GoldT151.44%21.76%5,993
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
51.01%
Pick Rate
5.20%
Games
1,433

Immobilizing or grounding an enemy champion grants you 6 bonus Attack Damage or 10 Ability Power ( Adaptive ), stacking infinitely (5 second cooldown per cast instance ). Lose 50% of stacks on death.

View augment details
SilverT151.01%5.20%1,433
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
50.93%
Pick Rate
6.26%
Games
1,724

Gain a Needlessly Large Rod . Quest: Obtain Rabadon's Deathcap and Zhonya's Hourglass . Reward: Upon completing your Quest , convert the items you obtained for the quest into Wooglet's Witchcap .

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PrismaticT150.93%6.26%1,724
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
50.89%
Pick Rate
10.20%
Games
2,808

Convert all of your bonus attack damage into ability power at a rate of 1 ability power per 0. 6 bonus attack damage . Additionally, increase your ability power by 15% .

View augment details
SilverT150.89%10.20%2,808
Trueshot Prodigy Trueshot Prodigy Trueshot Prodigy Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.66%
Pick Rate
6.29%
Games
1,731

Upon damaging an enemy while located at over 700 units away at the time of the hit, cast Ezreal's Trueshot Barrage in their direction. The barrage deals 100 – 350 (based on level) (+ 80% bonus AD) (+ 60% AP) magic damage to enemies it passes through (15 second cooldown). This augment is only offered to up to 1 player on each team for a given game.

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PrismaticT150.66%6.29%1,731
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
50.20%
Pick Rate
8.27%
Games
2,277

Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap

View augment details
SilverT150.20%8.27%2,277
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
50.09%
Pick Rate
8.10%
Games
2,230

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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GoldT150.09%8.10%2,230
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
50.05%
Pick Rate
6.77%
Games
1,864

Damaging abilities against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 10 – 30 (based on level) (+ 7% bonus AD) (+ 7% AP) magic damage (5 second cooldown). Additionally, gain 15% critical strike chance .

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SilverT150.05%6.77%1,864
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
49.97%
Pick Rate
18.39%
Games
5,065

Hitting an enemy champion with a basic ability while located at least 700 units away from them at the time of the hit reduces its current cooldown by 80% of its total cooldown, modified to 65% for damage over time abilities.

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GoldT149.97%18.39%5,065
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.95%
Pick Rate
11.48%
Games
3,161

Gain ability haste equal to 30% AP .

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PrismaticT149.95%11.48%3,161
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
49.13%
Pick Rate
14.21%
Games
3,912

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

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SilverT149.13%14.21%3,912
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.92%
Pick Rate
6.70%
Games
1,846

Your ability hits against champions apply a Burn for 3 seconds that deals [ 2 – 20 (based on level) (+ 4. 6 % bonus AD) (+ 2% AP) bonus magic damage per second] (1 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. Additionally, all of your Burn effects reduce the cooldowns of all your basic abilities by 0. 08 seconds for each tick of damage they deal to a target.

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PrismaticT148.92%6.70%1,846
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
48.24%
Pick Rate
9.78%
Games
2,693

Grants 18% armor penetration and magic penetration .

View augment details
GoldT148.24%9.78%2,693
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
48.22%
Pick Rate
9.31%
Games
2,563

Hitting an enemy champion with an ability generates a stack of Popoff for 6 seconds, stacking up to 6 times. For each stack, your basic abilities' cooldowns progress 2. 5 % faster. At maximum Popoff stacks, this value is doubled, for a total of a 30% faster progression time.

View augment details
SilverT148.22%9.31%2,563
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
46.41%
Pick Rate
6.07%
Games
1,672

Your abilities' mana costs are doubled, but you also gain 10% (+ 0. 5 % per 100 maximum mana) increased damage as well as self and outgoing healing and shielding .

View augment details
GoldT146.41%6.07%1,672
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
57.14%
Pick Rate
1.75%
Games
483

Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions.

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SilverT257.14%1.75%483
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
54.77%
Pick Rate
3.08%
Games
849

Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration

View augment details
GoldT254.77%3.08%849
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
53.22%
Pick Rate
3.55%
Games
977

Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils.

View augment details
GoldT253.22%3.55%977
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
52.20%
Pick Rate
2.89%
Games
795

Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.]

View augment details
SilverT252.20%2.89%795
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.88%
Pick Rate
2.23%
Games
613

Gain two completely random augments, excluding the other two offerings in your current assortment.

View augment details
PrismaticT251.88%2.23%613
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
51.84%
Pick Rate
3.75%
Games
1,034

Gain one random Gold augment, excluding the other two offerings in your current assortment.

View augment details
SilverT251.84%3.75%1,034
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
51.70%
Pick Rate
1.92%
Games
528

Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it.

View augment details
SilverT251.70%1.92%528
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
51.16%
Pick Rate
3.60%
Games
991

Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown).

View augment details
SilverT251.16%3.60%991
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
50.68%
Pick Rate
1.86%
Games
511

You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp .

View augment details
GoldT250.68%1.86%511
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
50.08%
Pick Rate
2.16%
Games
595

Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you.

View augment details
GoldT250.08%2.16%595
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.00%
Pick Rate
2.90%
Games
798

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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PrismaticT250.00%2.90%798
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
49.83%
Pick Rate
2.17%
Games
598

Gain 2 Stat Anvils .

View augment details
SilverT249.83%2.17%598
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
49.76%
Pick Rate
3.76%
Games
1,035

Grants 60 ability haste .

View augment details
GoldT249.76%3.76%1,035
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
49.74%
Pick Rate
2.11%
Games
581

Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ).

View augment details
GoldT249.74%2.11%581
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
49.50%
Pick Rate
2.19%
Games
602

Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown).

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GoldT249.50%2.19%602
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
49.42%
Pick Rate
2.83%
Games
779

Gain 1750 upon acquiring this augment.

View augment details
GoldT249.42%2.83%779
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
48.95%
Pick Rate
1.72%
Games
474

Your champion's second basic ability (W) gains 100 ability haste .

View augment details
GoldT248.95%1.72%474
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
48.82%
Pick Rate
1.84%
Games
508

Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) .

View augment details
GoldT248.82%1.84%508
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
48.53%
Pick Rate
4.19%
Games
1,154

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.

View augment details
GoldT248.53%4.19%1,154
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
48.40%
Pick Rate
2.05%
Games
564

Gain 60 ability haste , increased by 3 each time you score a champion takedown .

View augment details
PrismaticT248.40%2.05%564
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
48.31%
Pick Rate
2.59%
Games
712

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

View augment details
GoldT248.31%2.59%712
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
48.31%
Pick Rate
3.86%
Games
1,064

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT248.31%3.86%1,064
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
48.31%
Pick Rate
3.43%
Games
944

Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds.

View augment details
SilverT248.31%3.43%944
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
48.22%
Pick Rate
2.24%
Games
618

Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it.

View augment details
SilverT248.22%2.24%618
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
48.15%
Pick Rate
3.93%
Games
1,082

Your champion's first basic ability (Q) gains 100 ability haste .

View augment details
GoldT248.15%3.93%1,082
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
47.63%
Pick Rate
2.45%
Games
674

Your slowing effects reduce the movement speed of targets by an additional 75 .

View augment details
SilverT247.63%2.45%674
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
47.37%
Pick Rate
2.83%
Games
779

Scoring a champion takedown causes the area around the slain champion to explode in a 500 unit radius, dealing adaptive damage to enemies within equal to 15% of their current health and leaving behind a zone for 1. 5 seconds that slows enemies within by 60%.

View augment details
GoldT247.37%2.83%779
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
47.29%
Pick Rate
3.95%
Games
1,087

Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn.

View augment details
GoldT247.29%3.95%1,087
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
47.08%
Pick Rate
2.11%
Games
582

Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% 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).

View augment details
GoldT247.08%2.11%582
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
46.29%
Pick Rate
4.25%
Games
1,171

【中娅沙漏】的冷却时间降低至45秒。你现在可以在【中娅沙漏】、【探索者的护臂】或【沃格勒特的巫师帽】凝滞状态持续期间移动。

View augment details
SilverT246.29%4.25%1,171
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
44.73%
Pick Rate
2.14%
Games
588

Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it.

View augment details
SilverT244.73%2.14%588
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.91%
Pick Rate
0.92%
Games
254

Damaging basic attacks or abilities against enemy champions deal 50 – 150 (based on level) (+ 40% bonus AD) (+ 20% AP) bonus magic damage , and grant you 30 and 25% bonus movement speed for 1. 5 seconds (30 second cooldown per champion).

View augment details
PrismaticT355.91%0.92%254
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
55.17%
Pick Rate
0.53%
Games
145

Damaging enemies with your ultimate ability polymorphs them into harmless critters for 2 seconds, during which their base movement speed is reduced by 60 , and disarms them for the same duration (15 second cooldown per target).

View augment details
PrismaticT355.17%0.53%145
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
53.36%
Pick Rate
0.81%
Games
223

Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown).

View augment details
GoldT353.36%0.81%223
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
53.01%
Pick Rate
0.60%
Games
166

Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ).

View augment details
SilverT353.01%0.60%166
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
52.58%
Pick Rate
1.06%
Games
291

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT352.58%1.06%291
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
52.53%
Pick Rate
0.57%
Games
158

Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled.

View augment details
GoldT352.53%0.57%158
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
52.53%
Pick Rate
0.72%
Games
198

Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance .

View augment details
GoldT352.53%0.72%198
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.79%
Pick Rate
0.61%
Games
168

Grants 3 random Dragon Souls .

View augment details
PrismaticT351.79%0.61%168
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
51.19%
Pick Rate
1.07%
Games
295

Gain Leona's Sunlight . Sunlight: Your damaging abilities mark enemies, causing them to take 40 – 200 (based on level) bonus magic damage from your ally's next basic attack or ability hit against them (0. 75 -second cooldown per target).

View augment details
GoldT351.19%1.07%295
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
51.03%
Pick Rate
0.70%
Games
194

Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1. 5 % for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction.

View augment details
SilverT351.03%0.70%194
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
50.64%
Pick Rate
1.14%
Games
314

Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance .

View augment details
SilverT350.64%1.14%314
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.00%
Pick Rate
0.97%
Games
268

Your abilities now have a health cost of 5% current health to cast them. In return, you gain ability power based on your missing health , up to 75 – 150 (based on level) at 70% missing health , 0% – 50% (based on missing health) bonus movement speed , and 0% – 20% (based on missing health) omnivamp .

View augment details
PrismaticT350.00%0.97%268
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
50.00%
Pick Rate
0.91%
Games
250

Grants a spell shield that blocks the next hostile ability (30 second cooldown, timer does not restart from champion damage taken).

View augment details
SilverT350.00%0.91%250
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.66%
Pick Rate
1.06%
Games
292

Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds.

View augment details
PrismaticT349.66%1.06%292
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.58%
Pick Rate
1.31%
Games
361

Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death).

View augment details
PrismaticT349.58%1.31%361
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
49.57%
Pick Rate
0.84%
Games
232

Your abilities apply on-hit effects (1 second cooldown per target).

View augment details
GoldT349.57%0.84%232
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
49.41%
Pick Rate
0.92%
Games
253

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT349.41%0.92%253
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
48.48%
Pick Rate
1.32%
Games
363

Your current augments transform into an equal number of completely random Prismatic ones.

View augment details
PrismaticT348.48%1.32%363
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.42%
Pick Rate
0.69%
Games
190

Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed .

View augment details
PrismaticT348.42%0.69%190
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
48.38%
Pick Rate
1.23%
Games
339

Grants 50% critical strike chance .

View augment details
GoldT348.38%1.23%339
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
48.09%
Pick Rate
1.33%
Games
366

Grants 100 item haste , which is equivalent to 50% cooldown reduction for items.

View augment details
GoldT348.09%1.33%366
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.07%
Pick Rate
0.66%
Games
181

Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste.

View augment details
PrismaticT348.07%0.66%181
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
47.25%
Pick Rate
0.66%
Games
182

Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds.

View augment details
SilverT347.25%0.66%182
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.88%
Pick Rate
1.28%
Games
352

Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot.

View augment details
PrismaticT346.88%1.28%352
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
46.58%
Pick Rate
0.58%
Games
161

Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately.

View augment details
GoldT346.58%0.58%161
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
46.46%
Pick Rate
1.08%
Games
297

Basic attacks on-hit against enemy champions consume 2. 5 % of your maximum mana to deal bonus magic damage equal to 4. 5 % of your maximum mana . This damage can critically strike for (100% + 30% ) bonus damage.

View augment details
SilverT346.46%1.08%297
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
46.43%
Pick Rate
0.71%
Games
196

Convert all of your bonus attack speed into ability haste at a rate of 0. 65 ability haste per 1% bonus attack speed . Additionally, your abilities' total cooldowns are reduced by 10%.

View augment details
SilverT346.43%0.71%196
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
46.23%
Pick Rate
1.15%
Games
318

Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
GoldT346.23%1.15%318
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
46.02%
Pick Rate
1.46%
Games
402

Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
GoldT346.02%1.46%402
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
45.64%
Pick Rate
1.08%
Games
298

Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
GoldT345.64%1.08%298
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
45.04%
Pick Rate
1.35%
Games
373

Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) .

View augment details
SilverT345.04%1.35%373
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
44.52%
Pick Rate
0.53%
Games
146

Immobilizing or grounding an enemy champion inflicts them with a Burn for 5 seconds, dealing magic damage equal to [ 0. 8 % of the target's maximum health per second] (5 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application.

View augment details
SilverT344.52%0.53%146
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
44.03%
Pick Rate
0.58%
Games
159

Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

View augment details
GoldT344.03%0.58%159
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
43.72%
Pick Rate
1.45%
Games
398

Your champion's third basic ability (E) gains 100 ability haste .

View augment details
GoldT343.72%1.45%398
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
43.43%
Pick Rate
0.64%
Games
175

Immobilizing or grounding an enemy champion grants 10 bonus armor and bonus magic resistance for 10 seconds, stacking up to 10 times for a total of 100 bonus resistances, and refreshing on subsequent triggers (5 second cooldown per cast instance ).

View augment details
SilverT343.43%0.64%175
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.41%
Pick Rate
1.32%
Games
364

Immobilizing or grounding an enemy champion summons a comet above them that lands at their current location after 1 second, dealing 50 – 150 (based on level) (+ 40% AP) (+ 4% of your maximum health) magic damage to enemies within the area (6 second cooldown per target per cast instance ).

View augment details
PrismaticT343.41%1.32%364
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.71%
Pick Rate
0.77%
Games
211

周期性地出现一个小蛋糕快速飞越整个大桥。接住小蛋糕会获得50 %i:goldCoins%金币。小蛋糕还会为你和附近的友军回复? + ?已损失生命值,但你们会被施加持续0.5秒的?减速。你的小蛋糕每治疗1000生命值,就会提供150 %i:goldCoins%金币。获得治疗的总和:?已赚取的金币:?

View augment details
PrismaticT341.71%0.77%211
Hand of Baron Hand of Baron Hand of Baron Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
62.86%
Pick Rate
0.25%
Games
70

Gain a modified Hand of Baron , which only grants 25% increased adaptive force and greatly empowers nearby allied minions .

View augment details
PrismaticT462.86%0.25%70
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
54.90%
Pick Rate
0.19%
Games
51

Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death).

View augment details
GoldT454.90%0.19%51
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
54.55%
Pick Rate
0.40%
Games
110

Gain 15% omnivamp .

View augment details
SilverT454.55%0.40%110
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
54.39%
Pick Rate
0.41%
Games
114

Replace a summoner spell with Droppybara . Droppybara: Call upon a massive capybara to land down at the target location after 2. 5 seconds, dealing true damage equal to the 30% of the target's maximum health to enemies within a 650 radius. Deals 70% damage to minions. This augment is only offered to up to 1 player on each team for a given game.

View augment details
PrismaticT454.39%0.41%114
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
54.14%
Pick Rate
0.48%
Games
133

Upon dropping below 35% of your maximum health , you knock back all enemies within a 500 radius by 750 units and slow them by 90% for 1. 5 seconds (25 second cooldown, resets upon death).

View augment details
SilverT454.14%0.48%133
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.94%
Pick Rate
0.37%
Games
102

Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size.

View augment details
PrismaticT452.94%0.37%102
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.78%
Pick Rate
0.26%
Games
72

Automatically cast an improved version of Camille's Tactical Sweep when an enemy champion is within 650 units of you, winding up over 0. 75 seconds to slash in a 650 radius around you. The slash deals 200 – 350 (based on level) (+ 75% bonus AD) (+ 45% AP) physical damage to enemies within the area (30 second cooldown). Enemies hit by the outer edge of the circle take bonus physical damage equal to 10% (+ 2. 5 % per 100 bonus AD) (+ 1. 6 % per 100 AP) (+ 0. 1 % per 100 bonus health) of their maximum health and are slowed by 80% decaying over 2 seconds. Additionally, you are healed for 80% of the bonus post-mitigation damage against enemy champions hit by the outer edge.

View augment details
PrismaticT452.78%0.26%72
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
51.14%
Pick Rate
0.32%
Games
88

Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health .

View augment details
GoldT451.14%0.32%88
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
51.06%
Pick Rate
0.51%
Games
141

Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death.

View augment details
GoldT451.06%0.51%141
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
50.00%
Pick Rate
0.20%
Games
54

Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown).

View augment details
SilverT450.00%0.20%54
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.43%
Pick Rate
0.32%
Games
87

你的敌人消失信号将发射一个飞弹至被信号标记的位置,这个飞弹会对敌人造成? + 10%已损失生命值的魔法伤害并治疗友军? + 10%已损失生命值。

View augment details
PrismaticT449.43%0.32%87
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
49.37%
Pick Rate
0.29%
Games
79

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT449.37%0.29%79
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.17%
Pick Rate
0.44%
Games
120

Grants 35% bonus health , 15% adaptive force , and 50% increased size.

View augment details
PrismaticT449.17%0.44%120
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.12%
Pick Rate
0.21%
Games
57

Replace a summoner spell with Laser Heal . Laser Heal: Channel for up to 2. 5 seconds to project an energy beam in the target direction, during which you can steer the beam in the direction of the cursor. The beam heals you and allies within for 200 – 550 (based on level) (+ 70% AP) (+ 50% bonus health) and deals 100 – 350 (based on level) (+ 50% AP) magic damage to enemies within, both over the duration. Enemies hit are also slowed by 20%. Laser Heal can be recast during the channel to end it early. Healing granted by the laser counts as self-healing.

View augment details
PrismaticT449.12%0.21%57
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.41%
Pick Rate
0.46%
Games
126

Quest: Score 18 champion takedowns . Reward: Upon completing your Quest , you receive The Golden Spatula . If your inventory is full at the time of quest completion, the item will be granted as soon as a slot in the inventory is available.

View augment details
PrismaticT448.41%0.46%126
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
47.73%
Pick Rate
0.32%
Games
88

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT447.73%0.32%88
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
46.58%
Pick Rate
0.27%
Games
73

Grants the Mountain Dragon Soul , or a different Dragon Soul if you aleady have it.

View augment details
SilverT446.58%0.27%73
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
46.43%
Pick Rate
0.20%
Games
56

Automatically cast a modified version of Lissandra's Ring of Frost , creating a cold pulse around you in 450 radius that roots nearby enemies for 1. 25 seconds (6. 5 second cooldown). This modified ability does not deal damage.

View augment details
SilverT446.43%0.20%56
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
46.24%
Pick Rate
0.34%
Games
93

Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units.

View augment details
SilverT446.24%0.34%93
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
45.95%
Pick Rate
0.27%
Games
74

Basic attacks that critically strike apply on-hit effects an additional time. Additionally, gain 25% critical strike chance .

View augment details
GoldT445.95%0.27%74
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.65%
Pick Rate
0.33%
Games
92

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 .

View augment details
PrismaticT445.65%0.33%92
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
45.60%
Pick Rate
0.45%
Games
125

Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application.

View augment details
GoldT445.60%0.45%125
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
45.60%
Pick Rate
0.45%
Games
125

Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields .

View augment details
PrismaticT445.60%0.45%125
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
45.56%
Pick Rate
0.33%
Games
90

Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size.

View augment details
GoldT445.56%0.33%90
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.26%
Pick Rate
0.22%
Games
61

Replace a summoner spell with Feel the Burn . Feel the Burn: Casts both Exhaust and Ignite on all enemy champions within 800 units, with the former having its slow strength increased to 50% and the latter modified to deal 70 – 410 (based on level) true damage over the duration. This effect counts as a Burn source.

View augment details
PrismaticT444.26%0.22%61
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
42.59%
Pick Rate
0.20%
Games
54

Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance .

View augment details
GoldT442.59%0.20%54
Poltergeist Poltergeist Poltergeist Silver
Rarity
Silver
Tier
T5
Win Rate
40.54%
Pick Rate
0.27%
Games
74

Replace a summoner spell with Poltergeist . Poltergeist: Casts both Barrier and Ghost on yourself, both lasting 5 seconds and with the former granting a shield for 110 – 440 (based on level) and the latter granting 30% bonus movement speed .

View augment details
SilverT440.54%0.27%74
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
39.77%
Pick Rate
0.32%
Games
88

Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown).

View augment details
SilverT439.77%0.32%88
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
38.95%
Pick Rate
0.34%
Games
95

After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
PrismaticT438.95%0.34%95
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
38.60%
Pick Rate
0.21%
Games
57

Immobilizing or grounding an enemy champion heals you for 30 – 250 (based on level) (+ 1. 5 % maximum health) (5 second cooldown per cast instance ).

View augment details
SilverT438.60%0.21%57
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
37.74%
Pick Rate
0.19%
Games
53

Deal 1% increased damage per 10 movement speed you have more than the target.

View augment details
SilverT437.74%0.19%53
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
33.33%
Pick Rate
0.20%
Games
54

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT433.33%0.20%54
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
31.48%
Pick Rate
0.20%
Games
54

Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown).

View augment details
PrismaticT431.48%0.20%54

Xerath Skill Combos

Extracted from the skill order guide

Skill Order
RQWE

Normal order: R > Q > W > E.

RWQE

W-primary augments: R > W > Q > E only when the augment clearly makes W your best trigger.

RQEW

E-reward augments: consider R > Q > E > W, not blind E max.

RQWE

Max Q first, max W second, leave E for last.

Xerath Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Xerath counters these champions in ARAM: Mayhem.

Jhin Jhin Jhin T4
Tier
T4
Rank
#124
Win Rate
47.86%
Pick Rate
1.21%

Jhin the Virtuoso Jhin is a slow, methodical marksman who turns every fourth shot into a critical strike. He does not attack fast. He attacks once, reloads, and makes that shot count. In ARAM: Mayhem, that rhythm stays the same, but the damage numbers and ability haste make him far more dangerous. You are not kiting constantly. You are setting up kills with W, trapping the lane with E, and finishing low-health enemies from across the map with your ultimate. His role is artillery and execution. You stay at the edge of fights, root targets for your team, and use R to snipe anyone who tries to escape. The Mayhem environment favors his long-range tools. Abilities come up faster, so your root and trap uptime improves significantly. You still reload after four shots, but the downtime matters less when your W and E are ready again. What changes here is how often you can influence the fight without auto-attacking. In normal ARAM, Jhin struggles when teams dive him or when he cannot set up traps in advance. Mayhem's pacing lets you throw traps mid-fight more often and root fleeing enemies before they reach cover. You still need protection from assassins and divers, but your ability to punish mistakes from range goes up. Play for the fourth shot, land your W on rooted or slowed targets, and save R for the moment enemies drop below half health. View champion guide

Miss Fortune Miss Fortune Miss Fortune T3
Tier
T3
Rank
#97
Win Rate
49.69%
Pick Rate
1.26%

Miss Fortune is a straightforward marksman who wins fights by softening enemies with lane poke, then punishing grouped targets with a big channeled ultimate. She fits teams that can slow, root, stun, or zone enemies long enough for her damage to land, and she is easy to pick up because her best pattern is clear: hit from safety, keep moving, and fire when the enemy is forced to stand in a bad spot. In ARAM: Mayhem, fights break out faster and augments can make engages more explosive, so Miss Fortune has to be more careful with positioning than in a slower poke game. She is strongest when she plays behind her frontline, saves her channel for committed fights, and uses the narrow bridge to punish enemies who stack together. If assassins or divers are holding tools to interrupt her, she should bait those first, reposition, then ult after the punish window opens. View champion guide

Varus Varus Varus T5
Tier
T5
Rank
#155
Win Rate
46.18%
Pick Rate
1.04%

Varus the Arrow of Retribution Varus is a long-range poke marksman who dominates lanes by wearing down enemies before they can close the distance. He fills the artillery carry role, relying on charged shots and crowd control to dictate the flow of fights from safety. His signature pattern revolves around charging Piercing Arrow (Q) to snipe low-health targets or harass opponents under their tower. He stacks blight on enemies with basic attacks, then detonates those stacks with abilities for burst damage. This creates a rhythm: auto-attack, ability, auto-attack, ability. In ARAM: Mayhem, Varus becomes significantly more oppressive. The mode's accelerated pace and increased mana regeneration let him fire fully charged arrows almost on cooldown. His ultimate, Chain of Corruption, spreads faster in constant team fights, often triggering multiple chains in a single engagement. He transitions from a careful poker into a relentless siege engine that forces enemies to dodge or die. View champion guide

Brand Brand Brand T1
Tier
T1
Rank
#5
Win Rate
54.19%
Pick Rate
1.21%

Brand is a ranged damage mage who wins fights by setting enemies up, lighting them on fire, and punishing anyone who stays grouped. He is easy to understand: land spells on clustered targets, follow up when they are already burning, and let the damage spread through the fight. In ARAM: Mayhem, Brand feels especially dangerous because teams collide often and the lane gives enemies fewer safe angles to dodge. His job is not to be the first one in. Stay behind your frontline, throw spells into choke points, and punish dives with quick burst when enemies commit too hard. Mayhem’s faster pace makes Brand less about slow poke and more about clean fight timing. If enemies stack together, he can take over a skirmish. If they spread out, dodge, or force him before he casts, he becomes much easier to kill. Play patient, aim at crowds, and turn every messy fight into a burn zone. View champion guide

Vel'Koz Vel'Koz Vel'Koz T2
Tier
T2
Rank
#58
Win Rate
51.29%
Pick Rate
0.83%

Vel'Koz is a long-range artillery mage who wins fights by poking from safety, lining up crowd control, and turning a caught target into a clean laser finish. He is best when he can stand behind a frontline, angle skillshots through the lane, and punish enemies who walk in straight lines or burn mobility too early. His signature pattern is simple: soften targets with repeated poke, use knock-up or slow pressure to hold them in place, then commit his ultimate when the enemy team cannot easily interrupt, dodge, or dive him. If Vel'Koz fires first without setup, mobile champions can rush him down. In ARAM: Mayhem, the faster pace makes positioning even more important. Extra chaos creates more clustered targets for his skillshots, but it also gives divers more chances to reach him. Play patient, use terrain and allies as cover, and save your big damage for moments where the enemy is already controlled or forced into a narrow path. View champion guide

Read counter details

Countered By

6

Xerath is countered by these champions in ARAM: Mayhem.

Fizz Fizz Fizz T1
Tier
T1
Rank
#30
Win Rate
53.38%
Pick Rate
0.71%

Fizz is a slippery melee assassin who looks for one clean opening, dives past the front line, and deletes a fragile target before they can fully answer. His signature pattern is simple: threaten with mobility, dodge the key retaliation, then commit when his shark or follow-up damage can force a panic fight. In ARAM: Mayhem, Fizz plays even more around timing than patience. The map keeps enemies close, so he gets frequent chances to punish low-health carries, but missed engages are punished fast because there is less room to reset. Pick him when your team can start fights or distract the enemy front line; play carefully when the enemy has layered crowd control, shields, or instant peel waiting for your dive. View champion guide

Zed Zed Zed T3
Tier
T3
Rank
#52
Win Rate
50.26%
Pick Rate
0.75%

Zed is a mobile AD assassin who looks for isolated or softened targets, marks them with his shadows, then snaps back out before the enemy team can punish him. His signature pattern is simple to understand: poke with shadow angles, wait for a key cooldown to miss, dive the carry, and use the return shadow to escape or dodge retaliation.In ARAM: Mayhem, Zed gets more chances to fight because teams clash constantly and targets are often already low. He is still not a frontliner, so patience matters. Use the chaos to hide your engage, punish squishy champions who step past their team, and avoid diving into layered crowd control unless you have a clear way back out. View champion guide

Akali Akali Akali T5
Tier
T5
Rank
#160
Win Rate
45.31%
Pick Rate
0.47%

Akali the Rogue Assassin Akali is a mobile AP assassin who dances in and out of danger using her shroud and resets. In ARAM: Mayhem, she becomes a relentless skirmisher who can engage, burst, and disengage on a much shorter cycle. The accelerated pace means her energy restores faster and her ultimate comes up often, letting her look for picks constantly instead of waiting for the perfect all-in. Her signature pattern is simple: hit a champion with her Q, proc the bonus damage with an auto, and use her shroud to dodge returns. In Mayhem, this loop happens faster and with less punishment. You still need to respect hard crowd control, but the mode's speed favors her aggressive style. She excels at weaving through chaotic fights, picking off low-health targets, and slipping away before the enemy can collapse. View champion guide

Nocturne Nocturne Nocturne T3
Tier
T3
Rank
#106
Win Rate
49.66%
Pick Rate
0.27%

Nocturne the Eternal Nightmare Nocturne is a dive-focused assassin who wants one clean target, not a long front-to-back fight. His signature pattern is simple: wait for a squishy enemy to step too far forward, cut their vision with his ultimate, then commit hard before their team can react. In ARAM: Mayhem, Nocturne plays more like a chaos punish pick than a patient side-lane hunter. Everyone is packed into one lane, fights start often, and augments can make engages happen from weird angles. That helps him find targets, but it also means bad dives get punished instantly. Look for enemy carries who have already used their escape, cleanse tool, or peel support. Go in when your team can follow, not just because you can reach someone. A good Nocturne makes the backline panic; a rushed Nocturne becomes the first body on the floor. View champion guide

Malphite Malphite Malphite T4
Tier
T4
Rank
#127
Win Rate
47.50%
Pick Rate
0.92%

Malphite – Shard of the Monolith Malphite is a tanky engage champion built around one devastating combo: Unstoppable Force into everything else. His identity is simple—he runs at you, becomes impossible to kill, and turns teamfights with a single well-timed ultimate. In standard modes, he's known as "the press R to win champion," and that reputation follows him into ARAM. What changes in ARAM: Mayhem is how often he gets to do it. The accelerated gold and experience means Malphite hits his power spikes faster and stays relevant longer. He's not stuck farming for twenty minutes waiting for a chance to flash-ult. Instead, he's constantly looking for angles, constantly threatening the engage, and constantly forcing the enemy team to respect his cooldown. The single-lane format actually helps him—there's nowhere to run when a giant rock monster crashes through your entire backline. His role is frontline disruptor. He soaks damage, peels for carries, and creates openings with Ground Slam and Unstoppable Force. He doesn't deal massive sustained damage, but he doesn't need to. One good ultimate can set up his entire team to clean up a fight. The trade-off is that when his ultimate is down, he's much less threatening. Smart enemies will track that cooldown and play aggressively when they know he can't engage. Mayhem's faster pacing also means Malphite has to be more decisive. He can't afford to sit back and wait for the perfect engage forever—the game moves too quickly. He needs to recognize when a good opportunity becomes a great one, commit fully, and trust his team to follow up. Passive play loses games in this mode, even on a tank. View champion guide

Blitzcrank Blitzcrank Blitzcrank T4
Tier
T4
Rank
#148
Win Rate
46.94%
Pick Rate
1.01%

Blitzcrank the Great Steam Golem Blitzcrank is a tanky support built around one devastating spell: Rocket Grab. His entire identity in ARAM: Mayhem revolves around landing that hook to drag enemies out of position and into your team. He creates instant kill pressure whenever his Q is off cooldown, forcing opponents to play scared or get punished. In Mayhem mode, Blitzcrank becomes a relentless fishing machine. Reduced cooldowns and accelerated mana regeneration mean he can spam hooks constantly instead of waiting for the perfect shot. He transitions from a punish-heavy support into a persistent threat who can afford to miss a few grabs while hunting for the one that lands. His engage pattern is simple: hook, knock up, silence, then let your team clean up. View champion guide

Read counter details

Xerath Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Amumu Amumu Amumu T3
Tier
T3
Rank
#62
Win Rate
50.44%
Pick Rate
0.53%

Amumu is a simple engage tank who starts fights, locks enemies in place, and lets his team pile damage onto grouped targets. His signature pattern is straightforward: look for a safe angle, land your bandage engage, then follow with his big area crowd control when multiple enemies are close enough to punish. In ARAM: Mayhem, Amumu likes the constant brawling because enemies are often packed together and fights start fast. That also means bad engages get punished quickly. Play him as the first button for your team, not a lone hero. If your carries are in range to follow, go in hard. If they are clearing waves or backing up, hold your engage and threaten space instead. He is entry-level friendly because his job is clear: absorb pressure, force grouped fights, and turn one caught target into a full teamfight. He struggles when enemies spread out, kite backward, or bait him into diving too far, so patience matters more than flashy mechanics. View champion guide

Highest Value Engage And Setup

Amumu gives Xerath the thing he values most: enemies locked in place long enough for clean artillery hits. Xerath can poke before Amumu goes in, then dump damage into the clumped targets after the engage lands.

Leona Leona Leona T2
Tier
T2
Rank
#37
Win Rate
51.64%
Pick Rate
0.65%

Leona is a hard-engage tank who starts fights, locks one target in place, and gives her team a clear signal to go in. Her basic pattern is simple: find an angle, land the engage, chain her stun and ultimate, then stand in front while allies finish the target. In ARAM: Mayhem, Leona’s job gets even more direct. Fights happen often, damage comes fast, and augments can make both teams much harder to predict. She shines when your team can follow her first move, but she is punished if she dives too early or picks a target her allies cannot reach. Play her like a trigger, not a solo carry: wait for a real opening, force the fight, then keep the enemy backline or diver under control. View champion guide

Pick Pressure That Turns Xerath Skillshots Into Guaranteed Punishment

Leona creates single-target lockdown and forces defensive movement. That is perfect for Xerath because he can aim at a target that is already controlled, or aim behind them when they are forced to retreat.

Jhin Jhin Jhin T4
Tier
T4
Rank
#124
Win Rate
47.86%
Pick Rate
1.21%

Jhin the Virtuoso Jhin is a slow, methodical marksman who turns every fourth shot into a critical strike. He does not attack fast. He attacks once, reloads, and makes that shot count. In ARAM: Mayhem, that rhythm stays the same, but the damage numbers and ability haste make him far more dangerous. You are not kiting constantly. You are setting up kills with W, trapping the lane with E, and finishing low-health enemies from across the map with your ultimate. His role is artillery and execution. You stay at the edge of fights, root targets for your team, and use R to snipe anyone who tries to escape. The Mayhem environment favors his long-range tools. Abilities come up faster, so your root and trap uptime improves significantly. You still reload after four shots, but the downtime matters less when your W and E are ready again. What changes here is how often you can influence the fight without auto-attacking. In normal ARAM, Jhin struggles when teams dive him or when he cannot set up traps in advance. Mayhem's pacing lets you throw traps mid-fight more often and root fleeing enemies before they reach cover. You still need protection from assassins and divers, but your ability to punish mistakes from range goes up. Play for the fourth shot, land your W on rooted or slowed targets, and save R for the moment enemies drop below half health. View champion guide

Long-range Execution Chain And Trap Control

Jhin and Xerath both punish enemies who are already slowed, rooted, or forced into straight-line movement. Xerath chips targets down from outside normal threat range, while Jhin turns low-health enemies into execution pressure and zones the lane with follow-up shots.

Morgana Morgana Morgana T1
Tier
T1
Rank
#32
Win Rate
52.56%
Pick Rate
1.14%

Morgana is a control mage-support who wins ARAM: Mayhem by catching one target, protecting the right ally, and making tight spaces miserable for the enemy team. Her signature pattern is simple: land a binding, drop her damage zone under the trapped target, then use her spell shield to block the counter-engage or protect whoever is stepping forward. In Mayhem, fights break out faster and augments can make engages much harder to read, so Morgana is strongest when she plays patiently instead of fishing nonstop. Hold key choke points, punish enemies who walk too straight, and save your shield for the spell that actually starts the fight. If you miss your catch tool, back up and reset; if you land it, your team gets a clean window to burst, follow up, or force the enemy frontline to retreat. View champion guide

Safer Casting Windows And Anti-pick Protection

Morgana gives Xerath two valuable things: binding setup for easy skillshots and protection against the first crowd-control chain that would normally kill him. Xerath can play more aggressively when Morgana is close enough to cover him, but he still has to respect flank and Snowball threats.

Maokai Maokai Maokai T2
Tier
T2
Rank
#50
Win Rate
51.87%
Pick Rate
0.71%

Maokai is a durable engage tank and zone-control pick who wins fights by making the enemy walk through bad terrain. He is easy to understand: throw saplings into bushes or choke points, punish anyone who steps too close, then start fights with reliable crowd control when your team is ready to follow. In ARAM: Mayhem, Maokai’s value comes from how messy and fast fights become. The single lane gives him natural choke points, and augments can push him toward harder frontline play, more annoying poke control, or stronger teamfight disruption. He is best when he plays patiently before the fight, controls space first, then commits once an enemy is trapped or separated. If he dives too early without follow-up, he can get burned down; if he waits for the right angle, he turns chaotic brawls into very simple catches. View champion guide

Brush Control, Zone Denial, And Front-to-back Stability

Maokai gives Xerath a durable body in front of him and helps control the side spaces where divers often start their approach. His crowd control and zone threat make enemies move predictably, which gives Xerath cleaner lines for poke and follow-up.

Leona Leona Leona T2
Tier
T2
Rank
#37
Win Rate
51.64%
Pick Rate
0.65%

Leona is a hard-engage tank who starts fights, locks one target in place, and gives her team a clear signal to go in. Her basic pattern is simple: find an angle, land the engage, chain her stun and ultimate, then stand in front while allies finish the target. In ARAM: Mayhem, Leona’s job gets even more direct. Fights happen often, damage comes fast, and augments can make both teams much harder to predict. She shines when your team can follow her first move, but she is punished if she dives too early or picks a target her allies cannot reach. Play her like a trigger, not a solo carry: wait for a real opening, force the fight, then keep the enemy backline or diver under control. View champion guide

Xerath Xerath Xerath T2
Tier
T2
Rank
#61
Win Rate
50.90%
Pick Rate
0.96%

Xerath is a long-range artillery mage who wins fights before they fully start. His job is to sit outside the main brawl, charge up poke, punish grouped enemies, and finish low-health targets when they try to retreat. He is strongest when your team can hold space for him; he is weakest when mobile bruisers or assassins get a clean angle onto him. His signature pattern is simple: keep distance, soften targets with repeated spell hits, then look for a stun or follow-up damage when someone is forced to walk in a straight line. In ARAM: Mayhem, the pace is less forgiving. Augments, extra engage tools, and constant fighting make positioning harder, but they also give Xerath more crowded targets to hit. Play him patiently, punish enemies during their approach, and save your defensive tools for the champion who can actually reach you. View champion guide

Amumu Amumu Amumu T3
Tier
T3
Rank
#62
Win Rate
50.44%
Pick Rate
0.53%

Amumu is a simple engage tank who starts fights, locks enemies in place, and lets his team pile damage onto grouped targets. His signature pattern is straightforward: look for a safe angle, land your bandage engage, then follow with his big area crowd control when multiple enemies are close enough to punish. In ARAM: Mayhem, Amumu likes the constant brawling because enemies are often packed together and fights start fast. That also means bad engages get punished quickly. Play him as the first button for your team, not a lone hero. If your carries are in range to follow, go in hard. If they are clearing waves or backing up, hold your engage and threaten space instead. He is entry-level friendly because his job is clear: absorb pressure, force grouped fights, and turn one caught target into a full teamfight. He struggles when enemies spread out, kite backward, or bait him into diving too far, so patience matters more than flashy mechanics. View champion guide

Pick Pressure That Turns Xerath Skillshots Into Guaranteed Punishment Synergy Mechanism: Leona Creates Single-target Lockdown And Forces Defensive Movement. That Is Perfect For Xerath Because He Can Aim At A Target That Is Already Controlled, Or Aim Behind Them When They Are Forced To Retreat. Combo: Leona Marks A Carry Or Overextended Frontliner, Xerath Immediately Layers Damage On The Locked Target, Then Holds One Spell For The Enemy’s Escape Route Instead Of Throwing Everything At Once. If Leona Starts With Snowball Or Catches Someone Near The Side Of The Lane, Xerath Should Angle Slightly Off-center So His Follow-up Does Not Get Body-blocked By The Tank Line. Best Scenario: This Is Best Against Teams With One Key Damage Dealer Or One Enchanter Who Must Step Forward To Protect Allies. Leona Can Threaten That Champion Repeatedly, And Xerath Turns Every Forced Retreat Into Turret Pressure Or A Health Advantage Before The Next Fight. Enemy Answer: The Enemy Can Answer By Peeling Leona Off, Using Cleanse-like Tools If Available, Or Counter-engaging Onto Xerath While Leona Is Deep. They Can Also Stand Behind Minions And Tanks To Make Leona’s First Contact Less Clean. Failure Risk And Recovery: If Leona Dives Without The Team Ready, Xerath May Be Left Casting Into Tanks While Assassins Jump Him. The Recovery Is Simple: Kite Backward, Use Terrain And Allied Bodies, And Keep Firing At The Closest Threat Until Leona Or Another Teammate Can Reconnect. Xerath Does Not Need To Kill The Original Target If Surviving The Counter-dive Wins The Fight. 3. Jhin

What Xerath needs most from a team: one reliable frontliner, at least one hard crowd-control starter, and a teammate who can either peel divers or finish low-health targets. He also likes waveclear partners only if the comp already has engage; too much backline poke with no body in front makes him easy to run down. The cleanest Xerath team does not ask him to face-check, start fights alone, or chase through the lane. It lets him hit first, hit often, and punish every enemy who is forced to move in a straight line.

Xerath ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role and Win ConditionXerath is mainly a poke and siege champion who softens enemies before fights and punishes low targets trying to reset behind minions.He still pokes but wins by controlling when enemies can move forward, making frontline pay health before engaging, and holding E for actual threats.Stop farming damage numbers; create windows and force enemies to pay before they engage.
E Usage DisciplineXerath can throw E more freely because many fights start predictably through the wave and divers are easier to predict.E must be treated like your life bar. Save it for the champion with real follow-up, not the first target you see. Back up immediately when E is down.If a tank eats E and the assassin still reaches you, you spent the wrong spell.
Q Charging HabitsYou can often charge Q from behind your minion wave and release it into clustered enemies without much risk.Start charging only when you know where the enemy engage champion is. Cancel greedy angles and move first if divers are missing from vision.A missed Q is fine; a Q charge that roots your feet at the wrong time kills you.
W Application PriorityYou often throw W after a Q hit or onto a slowed target for damage follow-up.W becomes a space-denial spell. Place it where enemies want to walk next, under advancing tanks, or at exit paths after your team lands crowd control.Using W only for max-range chip loses one of your best tools for buying time.
Teamfight SpacingSpacing is simple: stay behind the frontline, use range, and avoid hooks or engage from predictable angles.You need a retreat line before casting. Move after every meaningful cast to make enemies guess where you will be when their engage window opens.Planting at max range and repeating the same angle gets you killed once enemies learn it.
Ultimate TimingXerath can often ult after poke to clean up fleeing enemies who cannot easily re-enter the fight.Use R when your team has forced direction or enemies scatter after a lost engage. Ult too early and you become a stationary target during dives.R is for finishing broken formations, not stylish snipes on low targets.

Champion Analysis

Role / Current performance

Overview

Xerath the Magus Ascendant stands as one of League of Legends' most distinctive long-range mages in ARAM: Mayhem, renowned for unparalleled poke range and sustained damage output. His ability to safely harass enemies from extreme distances makes him a consistently top-tier ARAM mage that mid-lane players should master. In ARAM, Xerath functions as a long-range poke mage whose core advantage lies in his passive, Mana Surge, which grants movement speed after casting abilities and allows him to reposition quickly between spell casts. Q, Arcanopulse, serves as his primary poke tool, firing three consecutive energy barrages that can each independently hit enemies. W, Eye of Destruction, provides AoE damage and a slow. E, Shocking Orb, delivers a stun that serves as an excellent engage tool. R, Rite of the Arcane, grants Xerath extreme range, allowing him to bombard the entire ARAM battlefield from safety. During R, all of Xerath's abilities gain massively increased range, enabling sustained damage output from complete safety. For Q precision poke, players should learn to predict enemy movement and fire at where enemies will be rather than where they are. Since each of the three barrages can hit independently, players should attempt to hit different enemies with each barrage. E provides a reliable stun for engaging, and players should stun priority targets during teamfights before following up with Q and R for maximum damage. Xerath's strengths include extreme range, high poke damage, safe R output, and reliable E stun control. His weaknesses include no mobility, fragility, heavy reliance on skillshot accuracy, and vulnerability to dive champions.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Xerath wins Mayhem fights by making enemies walk through damage before they can fight back. Your job is to hold the lane line, punish every forced path, and make dives start at half health. Xerath is strongest when his spells threaten both backline and frontline simultaneously, so if you are only hitting tanks while carries walk freely, change your angle. Start fights from fog, brush edges, or behind minion cover. If enemies see you fully charging or lining up spells, they can sidestep early. Beginning from a side pocket gives them less time to read your aim and makes your first hit more likely to force a reaction. Do not spend your stun just because it is available. Use it when an enemy commits to a predictable line: walking up for a relic, following their tank through a choke, casting a long animation, or landing from Snowball. If you miss it at neutral range, assassins and bruisers get a clean punish window. Lead targets by where they must go, not where they are. In the narrow lane, enemies often dodge sideways into walls, minions, or teammates. Aim your poke at the escape path when they are retreating, and aim slightly behind them when they are greedily stepping forward to trade. Use minion waves as timing markers. When your wave arrives, enemies often group to clear it, creating a strong window to line up area damage. When your wave is gone and you have no cover, play farther back unless your team is ready to counter-engage. Your best counter-engage starts before the enemy reaches your carry. If a diver is already on top of you, you are late. Keep your cursor and camera ready on common entry points. Hold one spell for the second champion, as many Mayhem engages come in layers with the tank first and damage dealer second. If your frontline lands crowd control, fire immediately. The mistake is waiting for a perfect angle after the stun or knockup has already started. Respect Snowball marks on you. If you are marked, move back before the recast happens, not after. Put teammates, minions, or terrain between you and the enemy's follow-up line. Do not kite in a straight line down the center. Retreat diagonally toward your turret side or toward teammates who can punish. Use your stun defensively when the enemy has committed movement, such as after a dash, Snowball recast, jump, or forced engage. If you are low, become artillery, not bait. Stand far enough back that you can still contribute with long-range spells, but do not hover in the enemy's engage range just to land one extra poke. Stand off-center when possible. If you sit directly behind your tank and carry, enemy area spells hit the whole team. A slight side angle lets you threaten the backline while reducing the chance that one engage catches everyone. Avoid stacking with other immobile champions. Leave enough distance that a single Snowball engage, hook, or knockup cannot start a full wipe. Back up after casting big spells, as your punish window is often right after your main damage or control misses. Hit carries when they are reachable, but do not tunnel through a tank at full threat. If a bruiser is already inside your team, kill or control that bruiser first. Punish low-mobility champions repeatedly. Switch targets after defensive cooldowns are used. If a carry shields, becomes untargetable, or gets heavy peel, do not waste the rest of your combo into protection. Use Snowball mainly as a finisher or reposition tool, not as your default engage.

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Playstyle Guide

Playstyle / Team structure

Play guide

Xerath wins Mayhem by making the lane unfair before anyone reaches him. He plays outside enemy engage range, keeps the wave in a state where his team can move first, and spends poke on targets that cannot immediately punish him. He is not a front-line mage, and stepping up just because spells are ready gives divers the exact angle they want. If enemies must cross minions, Snowballs, traps, and team crowd control before touching him, they usually arrive too low to finish the job. During early levels, Xerath positions behind his front line and slightly off-center, allowing him to line up poke through minions while making enemy Snowballs harder to convert into clean engages. Against hook, dash, or hard dive champions, he stands closer to his turret side and uses range to farm damage rather than walking up for perfect hits. His early rhythm follows a charge, release, reset pattern. He looks for poke when enemies walk up to last-hit, clear the wave, or follow their own Snowball forward, avoiding spam on full-health tanks unless they are the only safe target. Snowball serves as a defensive and finishing tool rather than a normal engage button, thrown at divers who are already committing so the team can mark and punish their entry. First augment choices prioritize anything that helps cast more safely or land meaningful poke, including range, spell uptime, mana stability, damage amplification, or anti-dive defense. He pushes when his team has stronger early poke or wants enemies pinned under turret, and stalls when the team has weak early engage, low health bars, or no vision of enemy cooldowns. In mid game, Xerath becomes oppressive if he respects flank and Snowball angles. He stands one step behind the ally who can peel and moves laterally after every cast, never staying in the same firing lane for three consecutive spells. His poke comes in waves: soften the front line or force movement, punish the carry who dodges sideways, then back off while the team uses the health advantage. Mid-game augment choices match the enemy's answer, taking more damage and range if they cannot reach him, or survivability and crowd-control support if they are reaching him every fight. When ahead, he keeps enemies trapped under turret and fires from outside their comfort range. When behind, he plays for denial, clearing waves before they crash and saving crowd control for the first diver. Late game demands discipline. Xerath stays far enough back that enemy engage must pass through his team first, but close enough to follow allied crowd control. Every hit matters more because one chunk can decide the next push. Late Snowball should almost never be a blind second activation, used instead to check aggression, tag low targets, or punish locked enemies. Final augment value depends on game state, leaning into damage and range for sieging or survivability against dive-heavy comps. When ahead late, he plays like a siege engine with bodyguards, keeping the wave moving and punishing anyone who walks up. When behind, he protects the base line and makes enemies start fights through his poke, saving his stun for the champion who can actually kill him. After any late fight, he decides fast whether to push for structures, continue sieging from range, or retreat early and force enemies through another round of poke.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Xerath the Magus Ascendant operates on a fundamental principle that defines both his greatest strength and his most exploitable weakness: he is strongest when enemies must walk into him and weakest when forced to run while casting. This dynamic shapes every decision about positioning, spell usage, and risk management regardless of whether his team holds a lead or struggles from behind. When ahead, Xerath's primary strength lies in controlling space rather than chasing kills. His lead comes from forcing enemies to cross long, dangerous ground while he fires from maximum range. The correct approach is to hold that space and make opponents spend their engage tools before he ever exposes himself. Turning poke advantage into controlled zones means aiming charged abilities where enemies want to stand, not merely where they currently are. This forces opponents to either take damage, split apart, or surrender the wave, all outcomes that benefit Xerath. His crowd control serves as insurance rather than decoration, kept ready until enemies commit or until guaranteed follow-up exists. Throwing the stun casually creates the exact punish window a losing team needs. When behind, Xerath's role shifts from siege weapon to stabilizer. His job becomes making the game playable through wave control, health preservation, and selective punishment only after enemies spend their engage tools. Clearing waves takes priority over champion damage because losing the wave grants opponents tower pressure, dive angles, and free space to threaten engagement. One catch while behind can become an unrecoverable fight, so he must play around enemy mistakes rather than forcing desperate plays. The stun becomes too valuable to trade for minor poke, as wasting it leaves no reliable way to stop divers who force through the frontline. Augments interact with these patterns differently depending on their type. Damage and range augments let Xerath function as a siege weapon but do not make him durable, so mobility threats remain lethal until they show their engage tools. Haste and spell-repeat augments cover his downtime weakness, giving enemies fewer clean windows to approach. Defensive augments reduce punishment for single mistakes but cannot save him from starting fights with no vision, no peel, and no escape route. The most common throws occur when teams sprint past waves after winning fights, forcing Xerath into messy cleanup attempts where he must choose between chasing, peeling, and clearing. Walking up to hit structures after winning a fight often ends with him getting engaged upon with no spells prepared. Behind, standing alone at the edge of vision to hold a lane makes him a target rather than a defender. His team wins or loses based on whether he is allowed to cast twice before the fight reaches him.

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Champion Background

Lore / Identity / Text block

Background copy

Xerath the Magus Ascendant is an artillery mage whose identity in ARAM: Mayhem revolves around constant spell pressure from extreme range. His strategic value comes from controlling health bars before fights start, punishing predictable movement, and finishing low-health targets without entering danger. His passive, Mana Surge, sustains this poke pattern by restoring mana when he lands basic attacks, but it requires him to briefly enter auto range and expose his position. This creates a fundamental tension in his playstyle: he must occasionally step forward to maintain his spell output, but doing so invites punishment from divers, hooks, and engage threats. His core gameplay centers on managing this risk while cycling Q and W to chip enemies down. Q, Arcanopulse, is his primary poke tool, charging to extend range and punishing enemies who stand in predictable positions. W, Eye of Destruction, serves as his setup spell, slowing enemies and making his other abilities easier to land. The W slow makes Q more reliable, and landing E becomes cleaner when enemies are forced into awkward movement. E, Shocking Orb, functions as his most critical defensive tool and pick starter, stunning the first champion hit but leaving him vulnerable if it misses. This ability defines his safety window—when E is available, divers must respect his zone; when it wastes, enemies have a free engage opportunity. Xerath's ultimate, Rite of the Arcane, transforms him into a stationary artillery platform, firing repeated long-range shots at retreating or crowd-controlled targets. It excels at converting poke into kills and zoning enemies from critical areas, but it locks him in place and creates a window where flanks and dives can kill him before he contributes. His combo structure typically flows from E or W creating a movement problem, followed by Q as the main damage piece, with R serving as the finisher after enemies are low and their mobility is spent. The strategic challenge of Xerath lies in balancing aggression with safety. He must manage mana through passive procs, choose between short-charge and long-charge Qs based on enemy mobility, and hold E for moments when it will actually land rather than fishing it into minion waves. His effectiveness drops sharply when he wastes abilities, as each miss creates a timing window for enemies to advance while his best tools are unavailable. He dies quickly when caught, making positioning and awareness of engage threats essential to his artillery pattern.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Xerath wins Mayhem fights by dealing damage before the enemy can touch him. Most bad games come from giving up that range advantage, wasting crowd control, or casting at the wrong time into fast engages. Mechanical mistakes often begin with charging Q in the open while standing still at the front of the team, which gives divers, hooks, and Snowball users a clean angle before the spell matters. The correct approach is starting the charge from behind minions, an ally, or the side wall, then releasing once the enemy commits to last-hitting, dodging another spell, or walking through a choke. Throwing E as a random poke tool on cooldown leaves Xerath without his main stop button, allowing bruisers and assassins to walk through W and Q without fear. E should be held when enemy engage tools are available, especially against champions who can dash, Snowball, or sprint past the frontline, and used when targets move in a straight line or when an ally has already slowed them. Aiming W only at max range causes fast targets to sidestep and misses the slow that sets up Q or E. W should be cast where enemies are forced to move, such as minion last-hit paths, narrow bridge space, or escape routes. Firing Q at full charge every time makes Xerath predictable and allows mobile champions to use the charge time to close distance. Mixing quick Q casts with longer charges keeps enemies honest, with quick casts punishing those already slowed or stunned and long charges zoning backliners. Using R while enemies still have easy access roots Xerath in a bad spot and invites instant engage. R should be used after the front line has collided, after key enemy engage is spent, or from a position where teammates can stand between Xerath and the threat. Tunnel-visioning R shots on a low-health carry while ignoring a diver often results in missing the kill and still dying. Checking the fight state before each shot and aiming to protect yourself when a melee threat is closing prevents this outcome. Casting the full combo into spell shields or untargetable windows wastes burst and creates a free engage window for the enemy while spells are unavailable. Standing too close after landing E to guarantee follow-up lets the target reach Xerath when the control ends, especially in Mayhem where fights turn fast. The correct habit is landing E, casting W and Q from safe spacing, then kiting backward unless the team has committed hard crowd control. Decision mistakes include playing Xerath like a brawler because Mayhem fights are chaotic, which enters the range where damage is no longer special and lack of mobility gets punished. Every fight should be treated as a spacing test, hitting from the edge and forcing enemies to spend engage tools just to reach him. Taking Snowball forward just because it lands delivers Xerath into the exact range he hates, often without a reliable escape. Snowball should be used mainly for utility such as vision checks, mark pressure, finishing isolated targets, or repositioning when follow-up is already won. Saving R forever for the perfect multi-kill misses the real value of forcing enemies off health, finishing runners, or making backliners dodge during critical frontline fights. Poking tanks nonstop while ignoring exposed carries inflates damage without removing the champions that decide the fight. Hitting tanks is correct when they are the only safe target, but Xerath should always watch for enemy backliners stepping into Q or W range.

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FAQ

Xerath

FAQ

Is Xerath a safe pick in ARAM: Mayhem? Yes, Xerath is safe when your team can slow the fight down and let him cast from range. Stand behind your frontline or beside a peel support, then punish enemies who walk through narrow lanes or stop to cast. The tradeoff is that you are very vulnerable when divers reach you, so a safe Xerath still needs disciplined spacing, not just long range. What is Xerath trying to do in the first few fights? In early fights, look for repeated poke before anyone fully commits. Charge and aim your long-range damage at enemies walking up for minions, health packs, or turret pressure, then back off before their engage range opens. If you spend every spell on low-chance max-range shots, you lose pressure and give the enemy a clean engage window. Should I focus tanks or backliners? Hit backliners when they are forced to stand still, but do not ignore tanks if they are the only safe target. Xerath wins many Mayhem fights by lowering everyone before the real engage starts, so consistent damage often matters more than chasing the perfect carry snipe. The tradeoff is mana and cooldown commitment: if you dump everything into a tank with healing or shields available, you may have nothing left when their carries step forward.

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