ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T2 Rank #23

Ahri ARAM Mayhem Build & Best Augments

Ahri 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 charm engage, long-range poke. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. 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.

Ahri Ahri the Nine-Tailed Fox Mage
TierT2
Rank#23
Win Rate52.32%
Pick Rate0.86%

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

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.

Win Rate50.65%
Pick Rate22.01%
#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

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 Rate50.97%
Pick Rate14.86%
#3
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.

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 Rate50.90%
Pick Rate5.39%

Situational itemstop 12

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

+12 Magic Penetration +45 Move Speed

51.00%
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.

50.93%
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.

50.73%
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.

50.67%
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%.

52.53%
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.

50.83%
Zhonya's Hourglass Zhonya's Hourglass Zhonya's Hourglass
Total Price
3,250
Price
450

+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.

49.17%
Void Staff Void Staff Void Staff
Total Price
3,000
Price
1,050

+95 Ability Power +40% Magic Penetration

47.38%
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%.

50.34%
Banshee's Veil Banshee's Veil Banshee's Veil
Total Price
3,000
Price
200

+105 Ability Power +40 Magic Resist Annul Grants a Spell Shield that blocks the next enemy Ability.

51.85%
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.

45.90%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

52.37%

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.

51.69%
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.

51.69%
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.

52.28%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

50.31%
Hextech Alternator Hextech Alternator Hextech Alternator
Total Price
1,100
Price
300

+45 Ability Power Revved Damaging a champion deals bonus magic damage.

50.31%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
57.47%
Pick Rate
5.18%
Games
1,312

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 .

View augment details
PrismaticT157.47%5.18%1,312
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
57.02%
Pick Rate
7.15%
Games
1,810

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

View augment details
GoldT157.02%7.15%1,810
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
56.48%
Pick Rate
7.37%
Games
1,866

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
PrismaticT156.48%7.37%1,866
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
55.84%
Pick Rate
5.34%
Games
1,352

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

View augment details
GoldT155.84%5.34%1,352
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
55.61%
Pick Rate
5.14%
Games
1,302

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
SilverT155.61%5.14%1,302
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
55.45%
Pick Rate
6.16%
Games
1,560

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
GoldT155.45%6.16%1,560
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
54.91%
Pick Rate
5.75%
Games
1,457

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
PrismaticT154.91%5.75%1,457
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
54.78%
Pick Rate
8.51%
Games
2,156

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
SilverT154.78%8.51%2,156
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
54.73%
Pick Rate
10.11%
Games
2,560

Gain ability haste equal to 30% AP .

View augment details
PrismaticT154.73%10.11%2,560
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
54.43%
Pick Rate
4.19%
Games
1,060

Gain 15% omnivamp .

View augment details
SilverT154.43%4.19%1,060
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
54.25%
Pick Rate
9.02%
Games
2,284

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

View augment details
SilverT154.25%9.02%2,284
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
54.05%
Pick Rate
11.49%
Games
2,910

Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal).

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PrismaticT154.05%11.49%2,910
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
54.02%
Pick Rate
4.71%
Games
1,194

Grants 60 ability haste .

View augment details
GoldT154.02%4.71%1,194
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
53.84%
Pick Rate
4.88%
Games
1,237

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
GoldT153.84%4.88%1,237
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
53.45%
Pick Rate
14.01%
Games
3,547

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
GoldT153.45%14.01%3,547
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
53.44%
Pick Rate
6.14%
Games
1,555

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.

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GoldT153.44%6.14%1,555
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
53.36%
Pick Rate
7.11%
Games
1,801

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT153.36%7.11%1,801
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
53.07%
Pick Rate
10.87%
Games
2,753

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
GoldT153.07%10.87%2,753
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
52.84%
Pick Rate
5.00%
Games
1,266

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

View augment details
GoldT152.84%5.00%1,266
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.77%
Pick Rate
5.77%
Games
1,461

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.

View augment details
PrismaticT152.77%5.77%1,461
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
52.19%
Pick Rate
6.13%
Games
1,552

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
SilverT152.19%6.13%1,552
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
51.90%
Pick Rate
12.86%
Games
3,256

Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities.

View augment details
GoldT151.90%12.86%3,256
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
51.89%
Pick Rate
5.63%
Games
1,426

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

View augment details
GoldT151.89%5.63%1,426
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
51.65%
Pick Rate
6.23%
Games
1,578

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
SilverT151.65%6.23%1,578
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
51.50%
Pick Rate
4.49%
Games
1,136

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 .

View augment details
SilverT151.50%4.49%1,136
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
51.07%
Pick Rate
6.12%
Games
1,549

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
GoldT151.07%6.12%1,549
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
50.68%
Pick Rate
17.34%
Games
4,392

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
GoldT150.68%17.34%4,392
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
50.68%
Pick Rate
4.92%
Games
1,245

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
SilverT150.68%4.92%1,245
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
50.21%
Pick Rate
6.69%
Games
1,693

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT150.21%6.69%1,693
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
50.18%
Pick Rate
4.35%
Games
1,102

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

View augment details
SilverT150.18%4.35%1,102
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
49.18%
Pick Rate
9.17%
Games
2,322

Grants 18% armor penetration and magic penetration .

View augment details
GoldT149.18%9.17%2,322
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.14%
Pick Rate
5.05%
Games
1,280

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT149.14%5.05%1,280
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
60.59%
Pick Rate
1.75%
Games
444

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
SilverT260.59%1.75%444
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
59.64%
Pick Rate
3.48%
Games
882

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

View augment details
GoldT259.64%3.48%882
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
58.22%
Pick Rate
2.26%
Games
572

Gain 2 Stat Anvils .

View augment details
SilverT258.22%2.26%572
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
58.03%
Pick Rate
3.29%
Games
834

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

View augment details
SilverT258.03%3.29%834
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
58.02%
Pick Rate
2.59%
Games
655

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT258.02%2.59%655
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
57.37%
Pick Rate
3.24%
Games
821

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
GoldT257.37%3.24%821
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
55.32%
Pick Rate
2.26%
Games
573

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
SilverT255.32%2.26%573
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.38%
Pick Rate
2.21%
Games
559

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

View augment details
PrismaticT254.38%2.21%559
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
54.30%
Pick Rate
1.88%
Games
477

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
GoldT254.30%1.88%477
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
54.08%
Pick Rate
1.69%
Games
429

Upon entering the enemy team's gate or Catapult for the first time, either of which are located near their spawn , you become Kinged , causing you to gain one random Prismatic-tier augment and the first eligible Legendary item in your inventory to be upgraded with improved stats. The gold value of all upgradeable stats on the item is increased by exactly 1000 . King Me prioritize upgrading the first Legendary item eligible for a upgrade based on its position in the inventory, detecting each slot until an eligible item is found.

View augment details
PrismaticT254.08%1.69%429
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
53.89%
Pick Rate
3.55%
Games
900

【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
SilverT253.89%3.55%900
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
53.78%
Pick Rate
1.83%
Games
463

Gain Shaco's Backstab , Deceive and Hallucinate's explosion. Replace a summoner spell with Deceive . Passive - Backstab: Your basic attacks deal 20 – 35 (based on level) (+ 50% bonus AD) (+ 35% AP) bonus physical damage on-hit when hitting an enemy from behind. Active - Deceive: Become invisible for up to 3 seconds and blink to the target location within 400 units after a 0. 125 -second delay. Your next basic attack while in stealth deals 100 (+ 150% bonus AD) (+ 55% AP) bonus physical damage , increased to [ 155 (+ 232. 5 % bonus AD) (+ 85. 25 % AP) bonus physical damage ] if Backstab was applied (45 second cooldown). Passive - Hallucinate Death: Upon your death, release an explosion in a 350 radius of your death location, dealing 25% of target's maximum health true damage to enemies within. Additionally, you deploy a box at the location of your death that instantly fears nearby enemies for 1 second. This box does not attack but lasts for 3 seconds.

View augment details
PrismaticT253.78%1.83%463
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
53.73%
Pick Rate
2.28%
Games
577

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

View augment details
PrismaticT253.73%2.28%577
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
53.54%
Pick Rate
2.51%
Games
635

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

View augment details
GoldT253.54%2.51%635
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
53.27%
Pick Rate
2.65%
Games
672

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
GoldT253.27%2.65%672
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
53.09%
Pick Rate
3.64%
Games
921

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

View augment details
GoldT253.09%3.64%921
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.95%
Pick Rate
1.87%
Games
474

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
PrismaticT252.95%1.87%474
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
52.63%
Pick Rate
3.98%
Games
1,007

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

View augment details
GoldT252.63%3.98%1,007
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
52.59%
Pick Rate
2.82%
Games
713

Gain 1750 upon acquiring this augment.

View augment details
GoldT252.59%2.82%713
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
52.33%
Pick Rate
3.14%
Games
795

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

View augment details
GoldT252.33%3.14%795
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
52.21%
Pick Rate
1.61%
Games
408

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

View augment details
GoldT252.21%1.61%408
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.16%
Pick Rate
1.83%
Games
464

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
PrismaticT252.16%1.83%464
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
51.83%
Pick Rate
2.91%
Games
737

After dashing or blinking , gain a shield that lasts for 2 seconds and absorbs 65 – 290 (based on level) (+ 65% AD) (+ 26% AP) damage (5 second cooldown).

View augment details
SilverT251.83%2.91%737
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
51.22%
Pick Rate
1.93%
Games
490

Dashing or blinking grants 12 bonus armor and bonus magic resistance , stacking up to 5 times for a total of 60 bonus resistances. Stacks are reset every 60 seconds since acquiring the augment.

View augment details
GoldT251.22%1.93%490
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
51.14%
Pick Rate
3.13%
Games
792

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
GoldT251.14%3.13%792
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
50.87%
Pick Rate
2.72%
Games
688

Gain 1. 5 bonus movement speed per 1 Lethality or flat magic penetration , and 5 bonus movement speed per 10% armor penetration or magic penetration .

View augment details
SilverT250.87%2.72%688
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
50.69%
Pick Rate
3.71%
Games
939

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
GoldT250.69%3.71%939
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
50.61%
Pick Rate
3.24%
Games
820

After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds.

View augment details
SilverT250.61%3.24%820
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.90%
Pick Rate
2.00%
Games
507

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
PrismaticT249.90%2.00%507
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
49.89%
Pick Rate
1.74%
Games
441

Gain 60% bonus movement speed towards enemy champions below 40% of their maximum health .

View augment details
SilverT249.89%1.74%441
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
49.02%
Pick Rate
2.21%
Games
559

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
GoldT249.02%2.21%559
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
48.66%
Pick Rate
3.99%
Games
1,011

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
GoldT248.66%3.99%1,011
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
48.21%
Pick Rate
2.20%
Games
558

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
GoldT248.21%2.20%558
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.14%
Pick Rate
1.66%
Games
420

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
PrismaticT247.14%1.66%420
Earthwake Earthwake Earthwake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.76%
Pick Rate
1.65%
Games
417

Dashing or blinking causes you to leave behind a trail from the location you moved to your destination that detonates after 0. 75 seconds in a 300 radius, dealing 70 – 210 (based on level) (+ 125% bonus AD) (+ 60% AP) physical damage per explosion to enemies hit, reduced to 70% against minions . Enemies can be affected only once every second from all cast instances , and the effect is not triggered if you move beyond 2000 units with the dash or blink. This augment is only offered to up to 2 players on each team for a given game.

View augment details
PrismaticT246.76%1.65%417
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
57.51%
Pick Rate
0.92%
Games
233

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

View augment details
SilverT357.51%0.92%233
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
57.48%
Pick Rate
0.85%
Games
214

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
SilverT357.48%0.85%214
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.84%
Pick Rate
1.22%
Games
308

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
PrismaticT355.84%1.22%308
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
55.46%
Pick Rate
1.41%
Games
357

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

View augment details
SilverT355.46%1.41%357
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.39%
Pick Rate
1.58%
Games
399

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

View augment details
PrismaticT355.39%1.58%399
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
54.00%
Pick Rate
0.99%
Games
250

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT354.00%0.99%250
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
53.14%
Pick Rate
0.94%
Games
239

Grants 50% critical strike chance .

View augment details
GoldT353.14%0.94%239
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
53.07%
Pick Rate
1.29%
Games
326

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
GoldT353.07%1.29%326
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
52.47%
Pick Rate
1.44%
Games
364

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

View augment details
SilverT352.47%1.44%364
Spin To Win Spin To Win Spin To Win Silver
Rarity
Silver
Tier
T5
Win Rate
52.41%
Pick Rate
0.74%
Games
187

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

View augment details
SilverT352.41%0.74%187
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
52.16%
Pick Rate
0.92%
Games
232

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
GoldT352.16%0.92%232
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
51.84%
Pick Rate
1.07%
Games
272

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

View augment details
SilverT351.84%1.07%272
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
51.68%
Pick Rate
1.18%
Games
298

Scoring a champion takedown grants you 100% bonus movement speed and 15% total attack speed for 4 seconds.

View augment details
GoldT351.68%1.18%298
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.67%
Pick Rate
0.83%
Games
209

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
PrismaticT351.67%0.83%209
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.48%
Pick Rate
0.83%
Games
210

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
PrismaticT350.48%0.83%210
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.40%
Pick Rate
0.98%
Games
248

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

View augment details
PrismaticT350.40%0.98%248
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
50.34%
Pick Rate
1.15%
Games
292

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT350.34%1.15%292
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
50.31%
Pick Rate
1.27%
Games
322

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
SilverT350.31%1.27%322
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
50.23%
Pick Rate
0.85%
Games
215

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
SilverT350.23%0.85%215
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
50.14%
Pick Rate
1.46%
Games
369

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
GoldT350.14%1.46%369
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
49.82%
Pick Rate
1.07%
Games
271

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

View augment details
SilverT349.82%1.07%271
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
49.80%
Pick Rate
0.97%
Games
245

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

View augment details
GoldT349.80%0.97%245
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
49.66%
Pick Rate
1.17%
Games
296

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
GoldT349.66%1.17%296
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
49.62%
Pick Rate
1.56%
Games
395

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

View augment details
SilverT349.62%1.56%395
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
49.60%
Pick Rate
1.00%
Games
252

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).

View augment details
GoldT349.60%1.00%252
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.55%
Pick Rate
0.87%
Games
220

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
PrismaticT349.55%0.87%220
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
49.36%
Pick Rate
1.23%
Games
312

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

View augment details
GoldT349.36%1.23%312
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.33%
Pick Rate
0.88%
Games
223

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
PrismaticT349.33%0.88%223
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.22%
Pick Rate
0.76%
Games
193

Grants 3 random Dragon Souls .

View augment details
PrismaticT349.22%0.76%193
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.85%
Pick Rate
1.03%
Games
260

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
PrismaticT348.85%1.03%260
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
48.57%
Pick Rate
0.83%
Games
210

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
GoldT348.57%0.83%210
Mighty Shield Mighty Shield Mighty Shield Silver
Rarity
Silver
Tier
T5
Win Rate
48.50%
Pick Rate
1.05%
Games
266

Gain 40 – 100 (based on level) adaptive force for 3 seconds upon gaining a shield (5 second cooldown).

View augment details
SilverT348.50%1.05%266
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
48.26%
Pick Rate
1.59%
Games
402

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.

View augment details
GoldT348.26%1.59%402
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.24%
Pick Rate
1.01%
Games
255

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.

View augment details
PrismaticT348.24%1.01%255
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
45.67%
Pick Rate
0.82%
Games
208

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

View augment details
GoldT345.67%0.82%208
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
45.45%
Pick Rate
0.91%
Games
231

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

View augment details
GoldT345.45%0.91%231
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
45.41%
Pick Rate
0.90%
Games
229

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
SilverT345.41%0.90%229
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.91%
Pick Rate
1.13%
Games
285

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

View augment details
PrismaticT344.91%1.13%285
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
60.23%
Pick Rate
0.35%
Games
88

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

View augment details
SilverT460.23%0.35%88
Circle of Death Circle of Death Circle of Death Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
58.16%
Pick Rate
0.39%
Games
98

Healing and health regeneration you do causes you to deal 70% of that value in magic damage to the nearest enemy champion within 1000 units.

View augment details
PrismaticT458.16%0.39%98
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
57.14%
Pick Rate
0.33%
Games
84

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT457.14%0.33%84
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
56.25%
Pick Rate
0.69%
Games
176

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
SilverT456.25%0.69%176
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
54.10%
Pick Rate
0.48%
Games
122

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
GoldT454.10%0.48%122
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
53.23%
Pick Rate
0.49%
Games
124

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
SilverT453.23%0.49%124
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.85%
Pick Rate
0.49%
Games
123

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
PrismaticT452.85%0.49%123
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
52.56%
Pick Rate
0.31%
Games
78

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
GoldT452.56%0.31%78
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
50.96%
Pick Rate
0.41%
Games
104

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

View augment details
GoldT450.96%0.41%104
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
50.00%
Pick Rate
0.58%
Games
146

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
PrismaticT450.00%0.58%146
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
50.00%
Pick Rate
0.51%
Games
130

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
SilverT450.00%0.51%130
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.00%
Pick Rate
0.44%
Games
112

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
PrismaticT450.00%0.44%112
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.00%
Pick Rate
0.33%
Games
84

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
PrismaticT450.00%0.33%84
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
49.02%
Pick Rate
0.60%
Games
153

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
SilverT449.02%0.60%153
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
48.80%
Pick Rate
0.66%
Games
166

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
SilverT448.80%0.66%166
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
48.80%
Pick Rate
0.66%
Games
166

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
SilverT448.80%0.66%166
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
48.57%
Pick Rate
0.55%
Games
140

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
GoldT448.57%0.55%140
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.51%
Pick Rate
0.53%
Games
134

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
PrismaticT448.51%0.53%134
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
48.21%
Pick Rate
0.44%
Games
112

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
SilverT448.21%0.44%112
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.10%
Pick Rate
0.31%
Games
79

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
PrismaticT448.10%0.31%79
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
48.05%
Pick Rate
0.61%
Games
154

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

View augment details
SilverT448.05%0.61%154
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
47.71%
Pick Rate
0.60%
Games
153

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
GoldT447.71%0.60%153
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.13%
Pick Rate
0.34%
Games
87

获得魄罗之王的弹跳!魄罗之王的弹跳:变形为【魄罗之王】3秒!你现在处于不可阻挡和幽灵状态。获得?伤害减免和?移动速度,但被沉默且无法攻击。此外,每1秒都会弹跳,在着陆时对附近的敌方英雄们造成?物理伤害和击退。【魄罗之王】的每次施放仅能对同一敌人造成一次击退。已防止的伤害:?已造成的伤害:?被弹跳的敌人数:?

View augment details
PrismaticT447.13%0.34%87
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
46.98%
Pick Rate
0.59%
Games
149

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
GoldT446.98%0.59%149
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.21%
Pick Rate
0.57%
Games
145

Replace a summoner spell with Blade Waltz . Blade Waltz: Blink to the target enemy champion. After 0. 25 seconds, you then blink to the nearest other enemy champion every 0. 25 seconds over the next 1. 75 seconds, blinking up to 7 additional times. Each time you blink to a target, deal 30 – 150 (based on level) (+ 10% bonus AD) (+ 6% AP) physical damage to them and apply on-hit effects at 50% effectiveness, up to a total of 240 – 1200 (based on level) (+ 80% bonus AD) (+ 48% AP) . While Blade Waltz is active, you are untargetable and unable to act . This effect will end prematurely if there are no longer any nearby valid targets to blink to. A target can be blinked to more than once if there are no other valid targets in range.

View augment details
PrismaticT446.21%0.57%145
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
46.15%
Pick Rate
0.31%
Games
78

Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%.

View augment details
GoldT446.15%0.31%78
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.93%
Pick Rate
0.53%
Games
135

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
PrismaticT445.93%0.53%135
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
45.19%
Pick Rate
0.53%
Games
135

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

View augment details
PrismaticT445.19%0.53%135
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
41.67%
Pick Rate
0.33%
Games
84

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

View augment details
GoldT441.67%0.33%84
Trueshot Prodigy Trueshot Prodigy Trueshot Prodigy Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.56%
Pick Rate
0.30%
Games
77

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.

View augment details
PrismaticT441.56%0.30%77
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
40.00%
Pick Rate
0.36%
Games
90

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
SilverT440.00%0.36%90
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
55.56%
Pick Rate
0.28%
Games
72

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT555.56%0.28%72
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
53.23%
Pick Rate
0.24%
Games
62

Grants 20% heal and shield power .

View augment details
SilverT553.23%0.24%62
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
53.13%
Pick Rate
0.25%
Games
64

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

View augment details
SilverT553.13%0.25%64
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.13%
Pick Rate
0.25%
Games
64

Basic attacks on-hit reduce the remaining cooldowns of your abilities by 1. 25 seconds.

View augment details
PrismaticT553.13%0.25%64
Poltergeist Poltergeist Poltergeist Silver
Rarity
Silver
Tier
T5
Win Rate
50.70%
Pick Rate
0.28%
Games
71

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
SilverT550.70%0.28%71
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.77%
Pick Rate
0.24%
Games
62

你已与【大魔王】本尊签订了一个契约。他每秒汲取你?当前生命值,如果附近有敌人则提升至?当前生命值。作为回报,他会增幅你的攻击和技能以造成额外的?真实伤害,并且它们还会使生命残片出现在附近5秒。吸收一个生命残片会治疗你?生命值并为你提供持续1秒的?移动速度。被汲取的生命值:?已造成的伤害:?已获取的残片:?已回复的生命值:?周期性伤害有1.5秒冷却时间

View augment details
PrismaticT546.77%0.24%62
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
46.38%
Pick Rate
0.27%
Games
69

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
SilverT546.38%0.27%69
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
45.59%
Pick Rate
0.27%
Games
68

Your heals and shields cause you to fire a missile to the nearest enemy unit within 650 units over 0. 32 seconds, applying a Burn upon arrival that deals magic damage equal to 0. 2 % of the target's maximum health every second over 5 seconds, for a total of 1% (1. 5 -second cooldown). The Burn's per-tick damage increases to up to 0. 8 % of the target's maximum health based on the relative value of the triggering heal or shield against the maximum health of the ally recipient, for a total maximum damage of 4% of the target's maximum health .

View augment details
GoldT545.59%0.27%68
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.75%
Pick Rate
0.25%
Games
64

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
PrismaticT543.75%0.25%64
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
43.55%
Pick Rate
0.24%
Games
62

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

View augment details
GoldT543.55%0.24%62
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
42.86%
Pick Rate
0.28%
Games
70

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT542.86%0.28%70
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.67%
Pick Rate
0.24%
Games
60

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
PrismaticT541.67%0.24%60

Ahri Skill Combos

Extracted from the skill order guide

Skill Order
RQWE

Normal Skill Order: R > Q > W > E

RQEW

If your augments heavily reward crowd control, picks, or damage after landing E: use R > Q > E > W.

RQWE

Max Q first in most games.

Ahri Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Ahri counters these champions in ARAM: Mayhem.

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

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

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

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

Lux Lux Lux T3
Tier
T3
Rank
#66
Win Rate
49.86%
Pick Rate
1.05%

Lux is a long-range burst mage who plays around catching enemies with light control, softening them with poke, and finishing grouped targets from a safe distance. Her signature pattern is simple to understand: stay behind your front line, fish for a binding or a clean poke angle, then layer damage when the enemy is locked in place or already forced to dodge. In ARAM: Mayhem, Lux is still an entry-level friendly backline pick, but the mode is faster and messier than standard ARAM. She gets more chances to hit clustered enemies, yet she is punished harder when divers, Snowball users, or flank threats reach her. Play patiently, value spacing, and use her range to control fights before they fully break open. View champion guide

Read counter details

Countered By

5

Ahri is countered by these champions in ARAM: Mayhem.

Nautilus Nautilus Nautilus T3
Tier
T3
Rank
#73
Win Rate
50.39%
Pick Rate
0.83%

Nautilus is a frontline engage tank who turns one good catch into a full team fight. His identity is simple: walk up with threat, hook the target that steps too far forward, then layer crowd control so your carries can finish the job. His signature pattern is hook, lock down, and stand in the way. If an enemy carry mispositions, Nautilus can start the fight immediately. If your team is being dived, he can peel just as well by anchoring himself between the threat and his backline. In ARAM: Mayhem, the constant brawling makes Nautilus feel very natural. There is less time to play slow lane games and more value in forcing clean all-ins, protecting damaged allies, and punishing anyone who uses mobility too early. He is entry-level friendly because his job is clear, but good Nautilus players win by choosing the right target instead of throwing every hook on cooldown. View champion guide

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

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

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

Yasuo Yasuo Yasuo T2
Tier
T2
Rank
#35
Win Rate
52.16%
Pick Rate
0.70%

Yasuo the Unforgiven is a mobile melee carry who turns knock-ups, dashes, and fast skirmishes into lethal all-ins. His job is to weave through the frontline, stack pressure with repeated strikes, and punish any enemy who gets lifted or caught too close.In ARAM: Mayhem, Yasuo gets more chances to fight because teams are packed into one lane and engages happen constantly. That helps his signature pattern: wait for a knock-up, dash in, burst the target, then keep moving before the enemy team can lock him down. He is exciting but risky. If he dives without a setup or burns his mobility into crowd control, he can disappear fast.Pick Yasuo when your team has reliable knock-ups or enough frontline to start fights for him. Play patiently when they do not. Let enemies waste key control tools first, then enter from an angle and clean up the fight. View champion guide

Read counter details

Ahri Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
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

Malphite

Malphite gives Ahri the hard start she often needs. When he forces enemies to clump or burn movement tools, Ahri can aim Charm into a target that has fewer ways to sidestep. He also creates space after she goes in, which matters when her mobility is committed forward.

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

Amumu

Amumu gives Ahri a sticky engage pattern that pins enemies long enough for her skillshots to become much easier. He also punishes enemies who stack together to block Charm, because his area control makes that formation dangerous.

Jinx Jinx Jinx T1
Tier
T1
Rank
#6
Win Rate
54.66%
Pick Rate
1.18%

Jinx is a backline marksman who turns one good kill into a full team wipe. She pokes and farms safely with rockets, swaps to minigun when a target is locked down, and uses her traps to punish anyone who walks too far forward. Her signature pattern is simple: stay alive, tag a low-health enemy, then use the takedown speed reset to chase the next one. In ARAM: Mayhem, Jinx loves the constant fighting and narrow lane, but she also gets punished harder for poor spacing. More brawls mean more chances to snowball with resets, yet divers and long-range engage can reach her quickly if she stands too close. Play behind your frontline, fire rockets when enemies group up, save traps for incoming threats, and only step forward once the first enemy is already falling. View champion guide

Jinx

Jinx gives Ahri the sustained damage and execution pressure that Ahri sometimes lacks after her first burst. Ahri softens or charms a target; Jinx turns that pick into a full fight win if she gets excited and starts cleaning up.

Thresh Thresh Thresh T5
Tier
T5
Rank
#161
Win Rate
45.37%
Pick Rate
0.86%

Thresh the Chain Warden Thresh is a ranged support catcher who controls fights through displacement, isolation, and peel. His identity centers on the lantern: a unique tool that repositions allies and turns bad engages into instant escapes. In ARAM: Mayhem, he becomes a relentless playmaker who can fish for hooks constantly without running dry on mana or cooldowns. He plays as a frontline-adjacent warden. You stand near your carry, threaten hooks to zone enemies off the wave, and look for grabs that drag someone out of position into your team. The lantern gives your team a safety net most supports cannot offer, letting allies play aggressive and still have a bail-out button. Mayhem accelerates his hook pattern. Faster ability cycles mean Death Sentence comes up often enough to spam, miss, and still have another chance shortly after. The lantern becomes a repeated repositioning tool rather than a long-cooldown emergency button. Flay's knockback is available frequently enough to disrupt dashes and channels on reaction, making him much harder to dive. His signature pattern is simple: land a hook, pull twice, then Flay the target sideways or backward into your team. If the fight turns, drop the lantern for a threatened ally. The Box creates a zone that punishes enemies trying to chase or escape, slowing anyone who touches a wall. In Mayhem, the lower cooldowns and higher resource regeneration let you cycle this entire sequence multiple times in one extended fight. View champion guide

Thresh

Thresh gives Ahri both pick setup and a recovery tool. His hook and flay can hold enemies in predictable paths, while lantern lets Ahri take sharper angles without turning every dash forward into a suicide play.

Seraphine Seraphine Seraphine T1
Tier
T1
Rank
#2
Win Rate
56.33%
Pick Rate
0.94%

Seraphine Seraphine is a backline mage-support who wins fights by stacking pressure, not by forcing one clean burst. She likes long trades, grouped enemies, and teammates who can follow up on her setup. If you play her well, you keep people at arm’s length, soften them up, and turn one good hit into a wider fight win. Her pattern is simple: stay safe, tag multiple targets, and use her crowd control and healing to keep your team moving. In ARAM: Mayhem, that plan gets even better because the fights are constant and everyone is packed together, so her teamfight value shows up fast. The flip side is that she is still vulnerable if enemies reach her first, so spacing and timing matter more than greed. View champion guide

Seraphine

Seraphine adds the teamfight layer Ahri needs when pure picks are hard to find. Her shielding, healing pressure, slows, roots, and wide control can make enemies move in straight lines, which gives Ahri cleaner Charm angles and safer follow-up routes.

Seraphine Seraphine Seraphine T1
Tier
T1
Rank
#2
Win Rate
56.33%
Pick Rate
0.94%

Seraphine Seraphine is a backline mage-support who wins fights by stacking pressure, not by forcing one clean burst. She likes long trades, grouped enemies, and teammates who can follow up on her setup. If you play her well, you keep people at arm’s length, soften them up, and turn one good hit into a wider fight win. Her pattern is simple: stay safe, tag multiple targets, and use her crowd control and healing to keep your team moving. In ARAM: Mayhem, that plan gets even better because the fights are constant and everyone is packed together, so her teamfight value shows up fast. The flip side is that she is still vulnerable if enemies reach her first, so spacing and timing matter more than greed. View champion guide

Jinx Jinx Jinx T1
Tier
T1
Rank
#6
Win Rate
54.66%
Pick Rate
1.18%

Jinx is a backline marksman who turns one good kill into a full team wipe. She pokes and farms safely with rockets, swaps to minigun when a target is locked down, and uses her traps to punish anyone who walks too far forward. Her signature pattern is simple: stay alive, tag a low-health enemy, then use the takedown speed reset to chase the next one. In ARAM: Mayhem, Jinx loves the constant fighting and narrow lane, but she also gets punished harder for poor spacing. More brawls mean more chances to snowball with resets, yet divers and long-range engage can reach her quickly if she stands too close. Play behind your frontline, fire rockets when enemies group up, save traps for incoming threats, and only step forward once the first enemy is already falling. View champion guide

Ahri Ahri Ahri T2
Tier
T2
Rank
#23
Win Rate
52.32%
Pick Rate
0.86%

Ahri is a mobile mage-assassin who looks for one clean catch, then turns it into a fast skirmish win. Her core pattern is simple: poke with Orb, threaten Charm when enemies step too far forward, and use her dashes to finish or safely reset the fight. In ARAM: Mayhem, Ahri plays less like a slow lane mage and more like a constant pick-and-cleanup threat. Fights happen often, targets are grouped, and extra power from the mode can make both her burst windows and her punish windows sharper. If she lands Charm, she can delete a squishy or force a teamfight. If she misses it and dashes in anyway, she gets collapsed on fast. Pick Ahri when you want a flexible backline threat who can poke, catch, chase, and disengage. Play patiently until someone is crowd-controlled or isolated, then commit hard. Her best games come from controlled aggression, not random diving. 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

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

Thresh Thresh Thresh T5
Tier
T5
Rank
#161
Win Rate
45.37%
Pick Rate
0.86%

Thresh the Chain Warden Thresh is a ranged support catcher who controls fights through displacement, isolation, and peel. His identity centers on the lantern: a unique tool that repositions allies and turns bad engages into instant escapes. In ARAM: Mayhem, he becomes a relentless playmaker who can fish for hooks constantly without running dry on mana or cooldowns. He plays as a frontline-adjacent warden. You stand near your carry, threaten hooks to zone enemies off the wave, and look for grabs that drag someone out of position into your team. The lantern gives your team a safety net most supports cannot offer, letting allies play aggressive and still have a bail-out button. Mayhem accelerates his hook pattern. Faster ability cycles mean Death Sentence comes up often enough to spam, miss, and still have another chance shortly after. The lantern becomes a repeated repositioning tool rather than a long-cooldown emergency button. Flay's knockback is available frequently enough to disrupt dashes and channels on reaction, making him much harder to dive. His signature pattern is simple: land a hook, pull twice, then Flay the target sideways or backward into your team. If the fight turns, drop the lantern for a threatened ally. The Box creates a zone that punishes enemies trying to chase or escape, slowing anyone who touches a wall. In Mayhem, the lower cooldowns and higher resource regeneration let you cycle this entire sequence multiple times in one extended fight. View champion guide

Synergy mechanism: Malphite gives Ahri the hard start she often needs. When he forces enemies to clump or burn movement tools, Ahri can aim Charm into a target that has fewer ways to sidestep. He also creates space after she goes in, which matters when her mobility is committed forward. Combo: Let Malphite threaten from fog, brush, or behind your minion wave. When he engages, Ahri should not instantly throw everything at the first tank unless that tank is already isolated. Hold Charm for the carry trying to kite backward, then layer Orb and follow with Spirit Rush only if the target is actually killable. Best scenario: This pairing is best into teams with multiple backline champions standing close behind one frontline. Malphite starts the fight, Ahri angles slightly to the side, and the enemy carry has to choose between dodging the engage follow-up or dodging Charm. That split attention is where Ahri gets clean kills. Enemy answer: The enemy will spread out, keep a disengage tool ready, or bait Malphite onto a durable target. They may also hold crowd control for Ahri after she dashes in rather than spending it on Malphite. Failure risk and recovery: The biggest failure is overcommitting after Malphite hits only tanks. If the enemy backline is untouched, Ahri should use the engage as a zoning window, poke with Orb, and save at least one movement option to exit. Reset behind Malphite, wait for the next wave or brush threat, then look again instead of chasing into counter-engage. 2. Amumu Synergy mechanism: Amumu gives Ahri a sticky engage pattern that pins enemies long enough for her skillshots to become much easier. He also punishes enemies who stack together to block Charm, because his area control makes that formation dangerous. Combo: Amumu can start with a direct engage or threaten a follow-up after Snowball. Ahri should stand just outside the first collision point, not on top of him. Once Amumu locks down a priority target or catches two champions together, Ahri throws Charm through the safest open lane and commits damage only after she sees whether the enemy still has peel available. Best scenario: This duo shines in narrow bridge fights where enemies are forced to walk through minions, terrain pressure, and Amumu’s body. If Amumu catches a carry near the side wall, Ahri can dash to a diagonal angle and remove the target before their team can fully collapse. Enemy answer: Good opponents will avoid standing in a line, keep minions between Ahri and the carry, and punish Amumu if he enters without backup. They may also draft cleanse-style responses, shields, or displacement to stop Ahri’s follow-up rather than trying to out-damage the combo. Failure risk and recovery: If Ahri dashes too early, she can arrive before Amumu’s control actually lands and become the easier target. Recover by playing the second beat of the fight: let Amumu absorb the first peel tools, then use Ahri’s mobility to hunt the enemy who steps forward to finish him. If the engage misses, do not force Charm through the frontline. Back up, clear the wave, and make the enemy walk into the next attempt. 3. Jinx Synergy mechanism: Jinx gives Ahri the sustained damage and execution pressure that Ahri sometimes lacks after her first burst. Ahri softens or charms a target; Jinx turns that pick into a full fight win if she gets excited and starts cleaning up. Combo: Ahri looks for Charm on a squishy target or on a frontline who has stepped too far ahead. Jinx should be ready to fire into the controlled target immediately, not after Ahri has already used her full rotation. If the enemy survives and retreats low, Ahri can chase with mobility while Jinx covers the lane with long-range damage. Best scenario: This pairing is strongest when your team has at least one body between Jinx and the enemy divers. Ahri plays as a roaming threat around Jinx’s damage zone. Anyone who walks past the frontline to reach Jinx risks getting charmed, and anyone who stays back gives Jinx time to scale the fight. Enemy answer: The enemy will try to dive Jinx first and force Ahri to use Charm defensively. They can also stand behind minions to deny clean pick angles, then wait for Ahri to miss before engaging. Failure risk and recovery: The failure point is Ahri chasing too far while Jinx is still under threat. If Jinx has no space, Ahri must become peel first and assassin second. Charm the diver, use Orb to hit both the diver and the path behind them, then only chase once Jinx is safe or the diver is dead. If Ahri misses the peel Charm, retreat toward Jinx rather than away from her so the enemy cannot split the fight into two easy kills. 4. Thresh Synergy mechanism: Thresh gives Ahri both pick setup and a recovery tool. His hook and flay can hold enemies in predictable paths, while lantern lets Ahri take sharper angles without turning every dash forward into a suicide play. Combo: Thresh threatens hook from brush or behind minions after the wave thins. If he lands it, Ahri can hold Charm until the enemy’s movement becomes readable instead of stacking all control at once. If Ahri starts the pick with Charm, Thresh can follow with hook or flay to extend the punish and stop the target from walking out. Best scenario: This is excellent into teams with one or two high-value carries protected by short-range peel. Thresh creates the first displacement or forces the carry to dodge sideways, and Ahri attacks the new angle. The combo does not need a full five-man fight; one clean catch before a wave crash is enough. Enemy answer: Enemies will hide behind minions, bait hook, and then engage while Thresh’s main threat is down. They may also focus the lantern area, making it dangerous for Ahri to rely on it as a guaranteed escape. Failure risk and recovery: If both Ahri and Thresh throw their catch tools at the same target and miss, your team has a real punish window against you. Recover by giving ground, clearing with safe spells, and waiting until the enemy has to step through the next wave. Ahri should not dash forward just because Thresh is nearby; lantern is a recovery option, not permission to ignore enemy crowd control. 5. Seraphine Synergy mechanism: Seraphine adds the teamfight layer Ahri needs when pure picks are hard to find. Her shielding, healing pressure, slows, roots, and wide control can make enemies move in straight lines, which gives Ahri cleaner Charm angles and safer follow-up routes. Combo: Seraphine can start by slowing or controlling a group, then Ahri aims Charm at the carry who is trying to exit the effect. If Ahri lands the first Charm instead, Seraphine should add damage and control after the target is committed, not before, so the enemy cannot simply wait out one layer and cleanse the rest with movement. Best scenario: This pairing is best when your team wants to kite backward, poke first, and punish the enemy engage. Ahri stands off-center rather than directly behind Seraphine. When the enemy tank walks in, Seraphine slows the approach and Ahri looks past the tank for the diver or carry following too closely. Enemy answer: Hard engage teams will try to hit Seraphine before she can stabilize the fight, or they will split their engage so Ahri has to choose between peeling and diving. Long-range poke teams may also force Seraphine to spend defensive tools before Ahri has a real pick angle. Failure risk and recovery: The danger is playing too passively and letting the enemy take every brush and health pack uncontested. If the team is being pushed in, Ahri should use short, safe side steps to threaten Charm while Seraphine clears and sustains. If the first control chain misses, do not chase through the middle of the lane. Fall back into Seraphine’s zone, let cooldowns cycle, and punish the enemy when they overextend to finish the fight.

Ahri fits best beside teams that can start fights without asking her to face-check, then keep the fight alive after her first burst. She does not want four teammates who only poke and never commit, because missed Charm then means the enemy walks forward for free. She also dislikes comps with no peel, where every dash forward gives the enemy an easy collapse. Give her one real engager, one reliable damage partner, and one stabilizing support or frontline, and she can play the bridge like a pick champion instead of a desperate backline mage.

Ahri ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Fight TempoAhri can stand behind her frontline and patiently wait for a clean Charm angle to open a pick.Waiting is punished by faster engages and burst builds; Ahri must hover near threat range and interact earlier.Play proactively near the edge of range rather than waiting for perfect openings.
Charm UsageMissing Charm is bad but often recoverable if both teams are primarily poking each other.Missing Charm immediately invites Snowball engage, dash chains, or hard all-ins from the enemy team.Hold Charm against divers fishing for you; only throw when targets are committed.
Spirit Rush PriorityAhri can sometimes ult forward aggressively to force a Charm opportunity onto enemies.Ult forward into unknown augments or unspent enemy crowd control is a common way to die quickly.Use dashes to dodge, create angles, and keep an escape path rather than chasing.
Orb of DeceptionUsed freely as a main wave and poke tool whenever it is available off cooldown.Throwing it blindly leaves you with no pressure against fast engage; use it only when targets are lined up or controlled.Do not throw Orb just because it is available; track enemy engage threats first.
Augment InfluenceRunes offer standard stat optimization but do not fundamentally change her playstyle pattern.Augments change Ahri more than runes; players must adjust their job based on burst versus mobility setup.Adjust your play pattern to match your actual augment package and enemy defensive tools.
Teamfight SpacingSpacing often means standing safely behind the minion wave and fishing for Charm hits.Spacing is active; Ahri wants a diagonal pocket close enough to punish carries but safe from bruisers.Maintain a diagonal position that lets you threaten carries without being instantly traded onto.

Champion Analysis

Role / Current performance

Overview

Ahri the Nine-Tailed Fox serves as a ranged mage-assassin in Hextech Mayhem, combining extraordinary mobility with impressive burst damage to create a deadly battlefield dancer. Her primary role revolves around poking from range, locking down key targets with precise crowd control, and using three dashes to chase, dodge, or disengage as the situation demands. Ahri’s passive, Vastayan Grace, restores health whenever her abilities hit enemy champions, giving her excellent sustainability in extended ARAM skirmishes and allowing her to remain aggressive without constant recalls. Her Q, Orb of Deception, is her main poke tool — it launches a magical orb that damages enemies on the way out and deals true damage on the return, enabling Ahri to both soften opponents from a distance and secure executes on low-health targets. Her W, Fox-Fire, releases three homing projectiles that automatically track nearby enemies, providing supplementary damage and extra passive healing procs. Her E, Charm, represents her most powerful crowd control ability by charming an enemy to walk helplessly toward her; this point-and-click CC is extremely valuable in the confined Hextech Mayhem map for locking down priority targets, interrupting engages, or setting up kills. Her ultimate, Spirit Rush, gives Ahri three independently directed dashes, each making her untargetable during the dash, which grants exceptional mobility for dodging skillshots, weaving through enemy lines, escaping dangerous situations, or chasing down fleeing foes. Positioning is critical: Ahri must stay at the edges of fights to poke safely with Q and build passive healing stacks, then use Spirit Rush and Charm to assassinate high-value targets when they are mispositioned. Her combination of ranged poke, true damage execution, point-and-click crowd control, and multi-dash untargetability makes her a versatile threat that can both soften enemy teams from afar and delete squishy champions up close. The risk lies in overcommitting with her dashes, as she becomes vulnerable once her ultimate is used. Practical strategic value centers on exploiting Charm picks in ARAM’s narrow lane, chaining passive healing to stay healthy, and knowing when to use Spirit Rush aggressively versus defensively. Ahri’s elegant dance between poke, charm, and burst defines her identity as a mobile mage-assassin who thrives when players read the flow of battle and commit decisively.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Ahri plays best as a pick mage who can start fights, punish bad spacing, and leave before the enemy team collapses. Do not treat her like a front-to-back artillery champion. Work in short windows: step up, threaten Charm, land damage, then use movement to reset the angle. Standing still in the center lane trading into tanks loses value fast. Look for Charm when an enemy has used their dodge tool, dash, shield, or Snowball—throwing into five ready players gets blocked or punished. Start fights from the side of the lane to force the carry to respect both your Charm line and your team’s poke. Use minion wave thinning as a timing tool when opponents move up to clear. Never spend your main mobility to begin a low-confidence fight; save at least one movement option unless your team is committing with you. For counter-engage, hold Charm for assassins, bruisers, or Snowball users who commit, then Charm their landing path. Peel when your carry is threatened rather than chasing a low-health enemy. If multiple hard engage tools threaten your team, play one step behind your frontline to let the tank absorb the first spell. When Charm is down, back up, clear the wave, and avoid clumping near carries. Escape diagonally toward brush, wall edges, or your turret side to make follow-up harder. Use mobility after the enemy commits, not before they aim. When low, stop fishing for hero Charms from the front; play behind the wave and only step up when an enemy is locked. If you miss Charm in a dangerous spot, change your angle or retreat immediately. In narrow-lane spacing, respect body-blocking from tanks and summoned units. Stand just off-center to let your Orb and Charm threaten different paths, and do not stack directly with other carries so one crowd control spell does not catch everyone. Enter brush with discipline; leave before the enemy collapses. Target priority should be the high-damage champion who steps past their protection—Charm into burst removes or forces out a carry. Against assassins, hold damage until they reveal their path, then Charm and burst during recovery. Against heavy sustain teams, focus the same target your team can actually finish, and bait cleanse-like safety before committing everything. For Snowball, use it as a follow-up after landing Charm rather than as a starter. Do not take the second cast if your mobility is not ready. Use Snowball defensively to reposition when needed. Augment trigger windows require tailoring your play: if your augment rewards crowd control, wait for a carry or diver; if it rewards repeated spell hits, play around minion waves and grouped enemies; if it gives movement or shields, use the active to take sharper angles; if it improves burst after a setup condition, hold your full combo until ready. Push when your team has health and spells ready; pull back when Charm or mobility is down. After a winning trade, sometimes the best play is to shove the wave and take space rather than chase. Dive only after the enemy frontline is displaced or dead, and enter after your tank or engager starts the fight. If you miss Charm under enemy structure, stop diving and wait for a second attempt. When behind, stop trying to one-shot carries through protection; instead, Charm overextended divers, clear waves, and punish whoever attacks your strongest teammate. Use your health bar as a limited resource, take guaranteed damage over flashy angles, and wait for enemy impatience.

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Playstyle Guide

Playstyle / Team structure

Play guide

Ahri the Nine-Tailed Fox seeks space, angles, and patience in ARAM: Mayhem, operating just behind the first engager or beside the main wave-clear champion. She lands repeated small wins by poking, forcing defensive movement, then finishing with Spirit Rush or Snowball only when safe. Early game from levels 1 to 6, Ahri positions slightly off-center near controlled brush or health pack paths for diagonal Charm and Orb poke, staying one body behind her tank against hard engage. Her trading rhythm is short: wait for minions to thin, throw Orb through wave and enemy, then step back. She does not spam Charm into a full minion wave unless an ally has crowd control. Early Snowball serves as a threat on low-health or immobile targets, taken only if her team moves in. Augments prioritize safety or reliability. She pushes when her team has stronger wave-clear, stalls when frontline is low or vision lost. Ahead, she clears waves and threatens health packs with Charm; behind, she stands behind turret, trims waves with Orb, and saves Charm for divers. Mid game from levels 7 to 11 is her strongest roaming phase. She holds a side angle close enough to follow engage but far enough to avoid tank start. Pressure is two-step: Orb forces sidesteps, then Charm hits predictable targets. A landed Charm commits the team; a miss means backing off. Snowball becomes a finishing tool after a carry uses mobility, with recast conditional on team follow and escape. Augments amplify burst, repeated hits, or durability, but she never becomes the first champion seen. She pushes after winning trades or picks, stalls when key spells are down. Ahead, she controls lane center and hides Charm angle; behind, she peels with defensive Spirit Rush and re-enters after enemy crowd control is spent. Late game from level 12 onward, Ahri avoids giving first death, stays near strongest ally with escape path, using Charm as bodyguard against point-and-click lockdown. Poke matters but missed spells hurt more; she saves Charm for a carry stepping forward or a diver committing. Snowball is selective, following tank engage or punishing isolated carries, letting mark expire if fight state changes. Augments define bravery, but discipline wins. She pushes only after a pick or won fight, stalls when enemy engage tools are ready. Ahead, she plays closer, threatening first defender and repositioning after kills. Behind, her win condition is one bad enemy step: clear wave to avoid structure loss, hold Charm for overconfident diver, then chase if catch succeeds or retreat if it fails. Ahri starts fights only when target is exposed, wave controlled, and she has a way out, embodying measured aggression through angles, catches, and fast resets.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Ahri the Nine-Tailed Fox’s strengths and weaknesses revolve around her ability to control space with Charm and Spirit Rush, but her effectiveness shifts dramatically based on whether her team is ahead or behind. When ahead, Ahri must resist the temptation to fish from max range; instead, she steps into the space her team has earned, threatening Charm from the side of the minion wave to force the enemy carry into a losing choice between giving up the wave or risking a pick. She uses fog and angles rather than front-to-back poke, moving with one ally to hold a side angle and waiting until a squishy target walks forward before throwing Charm from an unexpected line. Landing it while ahead leads to a kill, retreat, or major defensive cooldown, but missing Charm from a greedy angle without Spirit Rush ready can get her collapsed on. Converting one pick into space is critical: she pushes the wave, claims the health relic area, and makes the enemy fight through her team’s skillshots rather than diving past the next turret into five respawning players. Charm priority changes when winning; she does not Charm the tank just because it is closest but holds it for the enemy diver, enchanter, mage, or marksman. Using Orb and Fox-Fire to maintain pressure without donating shutdowns requires casting from just outside reliable engage range and stepping back before cooldowns return. Augment selection should protect her lead rather than only inflate damage—mobility, reset, shield, healing, or haste options often make the lead harder to throw, especially when one mistake into crowd control would hand over a shutdown. She tracks enemy comeback tools before starting a dive and avoids splitting damage across too many targets, instead focusing one target to turn a health advantage into a numbers advantage. When behind, Ahri stops playing like an assassin first. Her job becomes wave control, Charm peel, and finding one punish window where the enemy overreaches. She clears safely from range and gives up bad angles, because dying while behind gives the enemy time to hit structures and take relic control. She Charms the champion who commits rather than the one she wishes she could kill—typically a tank or diver who has already used their engage, so the team can focus them while they are locked down. She looks for punish windows after the enemy misses a key ability, stepping forward to threaten Charm alongside her team, then retreating after the combo. Spirit Rush is used defensively until the game stabilizes, saved to dodge engage or reposition instead of as a flank tool. Augment choices fix the reason she is losing: defensive options if getting burst before moving, mobility or range if she cannot reach targets safely, or damage only if she can live long enough to cast. She does not take isolated flank routes unless the wave is pushed, her team is close, and the enemy cannot instantly lock her down. Trading health for wave is acceptable only to prevent a worse fight, and she recovers through small wins like forcing a flash, stopping a dive, or pushing out a low-health carry. The behind-state rule is clear: deny the enemy’s clean engage by keeping Charm for the champion who can end the fight, using Spirit Rush to survive first, and letting augments patch the weakness that is killing her, because Ahri can come back if she stops giving the enemy the one fast fight they are trying to force.

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Champion Background

Lore / Identity / Text block

Background copy

Ahri the Nine-Tailed Fox is a mobile artillery mage in ARAM: Mayhem who lives and dies by landing her charm. Her entire identity revolves around hitting that critical skillshot: when she lands charm, she amplifies her damage, locks down a target, and triggers a chain of resets that lets her dive deeper or escape cleanly. When she misses charm, she becomes a sitting duck with long cooldowns and zero kill pressure. The risk-reward of that single ability defines every decision she makes on the Howling Abyss. Her passive, Essence Theft, gives her significant spell vamp that scales into the mid and late game. This sustain is real in Mayhem; she can tag champions with her orb, heal up, and force the enemy to burn mana or cooldowns trying to poke her off the bridge. It is a secondary sustain layer that lets her survive the next fight, not win the current one, but it is crucial for bullying immobile mages and melees before they pick up defensive augments. Grievous Wounds items or augments shut this sustain down hard, forcing Ahri to play for one-shot picks instead of drawn-out trades. Her primary weapon is Orb of Deception, a fast long-range skillshot that deals magic damage on the outward path and true damage on the return. In Mayhem its speed and damage are tuned to be oppressive, making it her go-to tool for poke, wave clear, bush checking, and softening targets before a charm combo. Good players angle the return path by moving during the travel time, forcing the orb to curve back through enemies. Her fox-fire ability is a point-and-click finisher and movement speed steroid; it locks onto nearby champions and adds burst without requiring aim, making it ideal for use during her ultimate dashes or when an assassin jumps on her. The short range means popping it too early lets enemies dash away and waste the cooldown. Her ultimate, Spirit Rush, gives her three dashes that fire essence bolts at nearest champions. In Mayhem, kills or assists often reset the cooldown or add stacks, turning her into a dive bomber who can bypass the frontline, assassinate a carry, and escape safely. Each dash also serves as a dodge tool to sidestep hooks and stuns, but hard crowd control stops the dash mid-animation, so she must wait for the enemy to burn cc before diving. The punishment for wasting any ability is severe: missing Q after landing charm drops kill pressure, whiffing W wastes significant burst damage, missing E invites immediate all-ins from assassins and divers, and engaging with R without a follow-up plan leaves her stranded. Ahri must always have a plan before pressing R, and she must treat charm as both her kill button and her survival tool.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Ahri wins in ARAM: Mayhem by making fights awkward for the enemy, not by forcing engagements. The most common mechanical mistake is using Charm as random long-range poke, which removes your best pick tool and lets the enemy step forward. Instead, hold Charm until the target is already slowed, focused, or forced into a narrow path. If the spell misses, back off and switch to safer poke; do not edge forward to make the spell worth it. Another frequent error is dashing in with Spirit Rush as a pure engage button when the enemy still has crowd control and burst ready, leading to immediate deletion. Use the dash to dodge key spells, finish low targets, or change your angle after creating a threat with Charm or poke. If you commit poorly, stop chasing damage and use your remaining mobility to break line of fire and reset. Rushing your full combo without checking if the target can react or sidestep wastes damage. Watch enemy movement first—commit spells only when they are stuck in animation, slowed, or boxed in. If the combo is rushed and misses, reset spacing and wait for a clean target. Avoid using Fox-Fire and Orb-style poke on minions or tanks just to do something; you burn mana and give up pressure. Aim damage at the backline when exposed or at the closest target only if it opens a better path. If you spend spells on the wrong body, disengage and wait for the enemy backline to step up. Decision mistakes include fighting front-to-back forever without looking for a side angle, letting enemy carries stand safely behind the melee line. Shift your angle whenever the enemy formation is tight, even if you only step a few body lengths from center. If already locked into a straight lane fight, hold your dash for a better entry or exit rather than raw spam. Using Snowball just because it is available often lands you alone and dead; Snowball should reach a target already vulnerable or facing pressure, with your team able to follow. If you throw it into a bad setup, do not follow blindly—let the enemy waste attention and look for a safer punish. Ignoring team comp and playing as the sole threat leads to overlapping roles and messy fights. Match your job to the team: if someone else starts the fight, use mobility to follow and finish; if your team has poke, stay patient and punish after they answer the first wave. Overchasing a low health target too deep pulls you out of the main fight and turns the enemy collapse. Only chase when you can keep vision, range, and an exit path; if you already overchased, stop committing to the low target and re-enter from a safer angle. Staying in the center of every fight after your first rotation, especially when spells are down and crowd control is active, makes you a fragile mage ready to be deleted. Step out after your opening cycle and force the enemy to retarget. If you stayed too long, cut your losses immediately and wait for the next window. Finally, saving everything for a perfect highlight play while your team stabilizes leaves you with full cooldowns as the enemy takes control. Use your tools to solve the current problem—peel for your carry, tag a diver, or take a safe kill instead of waiting for a dream engage. If you miss the ideal moment, take the next best target and help your team reset.

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FAQ

Ahri

FAQ

Is Ahri a good pick in ARAM: Mayhem? Yes, Ahri is good when your team needs a flexible mage who can poke, catch, and clean up fights without fully committing first. If the enemy has fragile backliners or predictable divers, play around Charm angles and punish anyone who steps past their frontline. The tradeoff is that she usually wins through repeated picks and clean resets, not by deleting a whole team through heavy frontline durability. What is Ahri’s main job in a Mayhem fight? Ahri’s job is to create the first mistake, then chase the fight once it breaks open. If enemies are grouped tightly, poke with Orb and hold Charm until someone separates, dashes forward, or gets slowed by an ally. The tradeoff is patience: throwing Charm early for minor damage can leave your team with no real punish tool when the enemy engages. Should I play Ahri as poke or all-in? Start as poke, then switch to all-in when an enemy loses position or key defensive tools. If your team has engage, follow their crowd control with Charm and burst instead of forcing the opener yourself. If your team lacks engage, you may need to threaten with Spirit Rush angles, but the tradeoff is higher risk because missed Charm usually means you must retreat without value.

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