ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T2 Rank #31

Graves ARAM Mayhem Build & Best Augments

Graves role and playstyle: baseline role is AD fighter marksman, with a core identity built around teamfight utility and damage output. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Key ARAM traits include AoE pressure. 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: Low to medium execution: easy to start, but better movement, spacing, and combo timing raise the ceiling. 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.

Graves Graves the Outlaw Fighter / Mage / Marksman
TierT2
Rank#31
Win Rate52.13%
Pick Rate0.82%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

Win Rate52.17%
Pick Rate16.78%
#2
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

Win Rate47.90%
Pick Rate8.66%
#3
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate47.76%
Pick Rate4.99%

Situational itemstop 12

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

50.76%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

51.15%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.

51.09%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

51.83%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

50.89%
Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.

51.47%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

49.70%
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

53.73%
Essence Reaver Essence Reaver Essence Reaver
Total Price
3,050
Price
500

+50 Attack Damage +20 Ability Haste +25% Critical Strike Chance Spellblade: After using an Ability, your next Attack deals bonus physical damage and grants Mana On-Hit.

53.48%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.

49.39%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.

50.91%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
Total Price
3,100
Price
750

+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.

52.04%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

51.15%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

51.15%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

49.69%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

49.69%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

51.76%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

51.76%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

51.76%

Core items

#1
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

Win Rate44.97%
Pick Rate17.17%
#2
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

Win Rate43.86%
Pick Rate8.43%
#3
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Win Rate42.76%
Pick Rate2.74%

Situational itemstop 12

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

46.21%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

48.03%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

44.38%
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

44.64%
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

48.71%
Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

47.73%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

44.93%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
Total Price
3,100
Price
750

+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.

49.49%
Serpent's Fang Serpent's Fang Serpent's Fang
Total Price
2,500
Price
625

+55 Attack Damage 15 Lethality Shield Reaver Damaging an enemy champion reduces Shields they gain by % for 3 seconds. If they were not already affected by Shield Reaver, reduce Shields on them by %.

40.97%
Edge of Night Edge of Night Edge of Night
Total Price
3,000
Price
850

+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.

51.80%
Serylda's Grudge Serylda's Grudge Serylda's Grudge
Total Price
3,000
Price
500

+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.

41.73%
Youmuu's Ghostblade Youmuu's Ghostblade Youmuu's Ghostblade
Total Price
2,800
Price
675

+55 Attack Damage 18 Lethality +4% Move Speed Haunt Gain Move Speed while out of combat. Wraith Step Gain Move Speed and Ghosting for seconds.

55.77%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

54.90%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

54.90%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

44.44%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

44.44%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

44.65%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

44.65%

Core items

#1
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

Win Rate50.45%
Pick Rate6.03%
#2
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Maw of Malmortius Maw of Malmortius Maw of Malmortius
Total Price
3,100
Price
750

+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.

Win Rate50.55%
Pick Rate3.01%
#3
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

Win Rate49.55%
Pick Rate3.01%

Situational itemstop 12

Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

50.62%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

51.65%
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

46.35%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
Total Price
3,100
Price
750

+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.

52.46%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

48.85%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

50.53%
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

53.60%
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

46.16%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.

51.68%
Manamune Manamune Manamune
Total Price
2,900
Price
1,100

+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.

53.18%
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

48.77%
Ravenous Hydra Ravenous Hydra Ravenous Hydra
Total Price
3,300
Price
150

+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.

52.78%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

49.34%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

49.34%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

49.89%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

49.89%
B. F. Sword B. F. Sword B. F. Sword
Total Price
1,300
Price
1,300

+40 Attack Damage

48.50%

Core items

#1
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Win Rate50.51%
Pick Rate14.52%
#2
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

Win Rate46.96%
Pick Rate13.81%
#3
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate50.37%
Pick Rate8.68%

Situational itemstop 12

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

49.65%
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

50.17%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.

49.71%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

50.94%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

48.98%
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

48.50%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

50.83%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

50.27%
Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.

51.93%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.

49.07%
Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

52.31%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.

48.35%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

51.31%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

51.31%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

47.86%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

47.86%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

46.14%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

46.14%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

46.14%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Draw Your Sword Draw Your Sword Draw Your Sword Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
69.48%
Pick Rate
12.21%
Games
3,054

Become melee , modifying your attack range to 200 units. Additionally, gain 30% bonus attack damage , 25% bonus attack speed , 30% bonus health , 25% bonus movement speed , and 20% life steal. These bonuses are increased by 0% – 30% (based on champion's default attack range). This augment is only available for ranged champions.

View augment details
PrismaticT169.48%12.21%3,054
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
58.25%
Pick Rate
7.19%
Games
1,799

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

View augment details
GoldT158.25%7.19%1,799
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
56.75%
Pick Rate
6.67%
Games
1,667

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
PrismaticT156.75%6.67%1,667
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
55.70%
Pick Rate
14.52%
Games
3,630

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

View augment details
GoldT155.70%14.52%3,630
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
55.44%
Pick Rate
6.73%
Games
1,683

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
PrismaticT155.44%6.73%1,683
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
55.41%
Pick Rate
15.94%
Games
3,987

Your base attack speed is set to a static amount of 0. 625 and your attack rate no longer benefits from any source of attack speed bonuses. In return, you gain 25 bonus attack damage and convert every 1% bonus attack speed into 1 bonus attack damage .

View augment details
GoldT155.41%15.94%3,987
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
55.09%
Pick Rate
7.42%
Games
1,855

Upgrades Infinity Edge , empowering it to gain Sword of the Divine's Excoriate . Additionally, gain 500 and 25% critical strike chance . Excoriate: Gain a random amount of bonus critical strike damage that scales up to 50% of your critical strike chance , with the value of this amount changing every 0. 25 seconds.

View augment details
GoldT155.09%7.42%1,855
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
54.60%
Pick Rate
4.92%
Games
1,229

Convert all of your ability power into bonus attack damage at a rate of 1 bonus attack damage per 1. 66 ability power . Additionally, increase your total attack damage by 15% .

View augment details
SilverT154.60%4.92%1,229
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
54.42%
Pick Rate
5.88%
Games
1,470

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

View augment details
PrismaticT154.42%5.88%1,470
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
54.31%
Pick Rate
10.29%
Games
2,574

Gain 15% omnivamp .

View augment details
SilverT154.31%10.29%2,574
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
53.63%
Pick Rate
6.38%
Games
1,596

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

View augment details
GoldT153.63%6.38%1,596
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
52.92%
Pick Rate
13.72%
Games
3,430

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

View augment details
GoldT152.92%13.72%3,430
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.83%
Pick Rate
5.31%
Games
1,327

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT152.83%5.31%1,327
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
52.67%
Pick Rate
9.58%
Games
2,396

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT152.67%9.58%2,396
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
52.49%
Pick Rate
12.31%
Games
3,077

Upgrades The Collector , empowering Death to have its execution threshold increased by 0. 5 % each time you kill an enemy champion, capped at a threshold of 12.5% of the target's maximum health , and Taxes to generate a further 25 (total 50 ) from kills. Additionally, gain 250 .

View augment details
SilverT152.49%12.31%3,077
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
52.41%
Pick Rate
5.07%
Games
1,267

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT152.41%5.07%1,267
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
52.30%
Pick Rate
5.48%
Games
1,371

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

View augment details
SilverT152.30%5.48%1,371
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
52.19%
Pick Rate
8.14%
Games
2,035

Grants 18% armor penetration and magic penetration .

View augment details
GoldT152.19%8.14%2,035
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
51.84%
Pick Rate
5.85%
Games
1,464

Grants 60% bonus attack speed .

View augment details
SilverT151.84%5.85%1,464
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
51.58%
Pick Rate
13.30%
Games
3,325

Upgrades Hubris , empowering Eminence to heal you for 2. 5 % (+ 0. 5 % per stack) maximum health upon being triggered and grant you 10 (+ 5 per stack) bonus movement speed for its duration. Additionally, gain 250 .

View augment details
GoldT151.58%13.30%3,325
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
50.93%
Pick Rate
6.89%
Games
1,724

Grants 20 bonus attack damage , 10 ability haste , and 5 lethality .

View augment details
SilverT150.93%6.89%1,724
Critical Rhythm Critical Rhythm Critical Rhythm Gold
Rarity
Gold
Tier
T1
Win Rate
50.65%
Pick Rate
10.38%
Games
2,596

Your critical strikes grant you 6% bonus attack speed for 6 seconds, stacking up to 10 times for a total of 60% . Additionally, gain 25% critical strike chance .

View augment details
GoldT150.65%10.38%2,596
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
50.59%
Pick Rate
4.75%
Games
1,188

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

View augment details
GoldT150.59%4.75%1,188
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.47%
Pick Rate
5.15%
Games
1,288

Your next basic attack in each cardinal direction within 750 range additionally on-attack fires 5 Firecrackers at the target that each deal 8 – 51 (based on level) (+ 14% bonus AD) physical damage , for a total of 40 – 255 (based on level) (+ 70% bonus AD) physical damage (5 second cooldown per direction). Firecrackers' damage is increased by 0% – 50% (based on distance travelled). Each Firecracker can critically strike for (200% + 30% ) damage and applies on-hit effects at 20% effectiveness.

View augment details
PrismaticT150.47%5.15%1,288
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
49.97%
Pick Rate
5.75%
Games
1,437

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
GoldT149.97%5.75%1,437
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
49.61%
Pick Rate
8.82%
Games
2,205

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
GoldT149.61%8.82%2,205
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
48.38%
Pick Rate
4.57%
Games
1,143

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
GoldT148.38%4.57%1,143
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
47.78%
Pick Rate
5.57%
Games
1,394

Basic attacks launch a Firecracker at a nearby enemy champion that deals 30% AD physical damage and applies on-hit effects.

View augment details
SilverT147.78%5.57%1,394
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
61.59%
Pick Rate
3.81%
Games
953

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

View augment details
GoldT261.59%3.81%953
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
61.06%
Pick Rate
3.02%
Games
755

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
GoldT261.06%3.02%755
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
59.19%
Pick Rate
2.18%
Games
544

Gain 2 Stat Anvils .

View augment details
SilverT259.19%2.18%544
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
58.02%
Pick Rate
2.79%
Games
698

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

View augment details
PrismaticT258.02%2.79%698
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
56.66%
Pick Rate
3.06%
Games
766

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
SilverT256.66%3.06%766
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
56.53%
Pick Rate
3.74%
Games
934

Increases attack damage by 20% .

View augment details
SilverT256.53%3.74%934
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
56.28%
Pick Rate
3.89%
Games
972

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

View augment details
SilverT256.28%3.89%972
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
55.47%
Pick Rate
2.12%
Games
530

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT255.47%2.12%530
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.16%
Pick Rate
2.78%
Games
696

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

View augment details
PrismaticT253.16%2.78%696
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
52.34%
Pick Rate
2.48%
Games
619

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
SilverT252.34%2.48%619
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
52.14%
Pick Rate
2.80%
Games
700

Gain 1750 upon acquiring this augment.

View augment details
GoldT252.14%2.80%700
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
51.59%
Pick Rate
2.52%
Games
630

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
SilverT251.59%2.52%630
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
51.38%
Pick Rate
2.76%
Games
689

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
GoldT251.38%2.76%689
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
50.96%
Pick Rate
3.94%
Games
985

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
GoldT250.96%3.94%985
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
50.74%
Pick Rate
1.88%
Games
471

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
GoldT250.74%1.88%471
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
49.59%
Pick Rate
3.45%
Games
863

Your basic attacks launch a bolt at the target that fires after a 0. 225 -second delay on-attack , deals 40% of the triggering attack's pre-mitigation damage, and applies on-hit effects at 40% effectiveness. Additionally, increase your total attack speed by 10% .

View augment details
PrismaticT249.59%3.45%863
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
49.37%
Pick Rate
4.10%
Games
1,025

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

View augment details
GoldT249.37%4.10%1,025
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
49.12%
Pick Rate
2.94%
Games
735

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
SilverT249.12%2.94%735
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
49.04%
Pick Rate
4.38%
Games
1,095

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

View augment details
SilverT249.04%4.38%1,095
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.98%
Pick Rate
3.33%
Games
833

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT248.98%3.33%833
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
48.76%
Pick Rate
3.23%
Games
808

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
GoldT248.76%3.23%808
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.36%
Pick Rate
3.28%
Games
821

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
PrismaticT248.36%3.28%821
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
48.13%
Pick Rate
3.10%
Games
775

Grants 50% critical strike chance .

View augment details
GoldT248.13%3.10%775
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
47.79%
Pick Rate
2.18%
Games
544

Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal).

View augment details
GoldT247.79%2.18%544
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
46.34%
Pick Rate
2.62%
Games
656

Increase your bonus attack speed gained from all sources by 20% . While at 1. 75 attack speed or higher, your basic attacks deal 40 bonus magic damage on-hit.

View augment details
GoldT246.34%2.62%656
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
45.79%
Pick Rate
2.57%
Games
642

Basic attacks on-hit reduce the target's damage dealt by 15% for 3 seconds, refreshing with each hit. Their size is also reduced significantly for the duration.

View augment details
GoldT245.79%2.57%642
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
44.68%
Pick Rate
1.92%
Games
479

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT244.68%1.92%479
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
43.49%
Pick Rate
2.18%
Games
545

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
GoldT243.49%2.18%545
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
43.30%
Pick Rate
2.33%
Games
582

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

View augment details
PrismaticT243.30%2.33%582
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
58.90%
Pick Rate
1.24%
Games
309

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
SilverT358.90%1.24%309
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
58.00%
Pick Rate
1.00%
Games
250

Your champion abilities deal 35% increased damage and you gain 70 ability haste and 35% increased healing and shielding from all sources, but your ultimate ability is permanently sealed .

View augment details
PrismaticT358.00%1.00%250
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
56.34%
Pick Rate
1.86%
Games
465

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
GoldT356.34%1.86%465
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
54.66%
Pick Rate
1.24%
Games
311

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
SilverT354.66%1.24%311
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.26%
Pick Rate
1.78%
Games
446

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

View augment details
PrismaticT354.26%1.78%446
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
53.99%
Pick Rate
1.30%
Games
326

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

View augment details
GoldT353.99%1.30%326
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
53.21%
Pick Rate
0.87%
Games
218

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
GoldT353.21%0.87%218
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.17%
Pick Rate
1.45%
Games
363

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
PrismaticT353.17%1.45%363
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
52.33%
Pick Rate
1.12%
Games
279

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
SilverT352.33%1.12%279
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
52.05%
Pick Rate
1.17%
Games
292

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
GoldT352.05%1.17%292
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.60%
Pick Rate
1.50%
Games
374

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
PrismaticT351.60%1.50%374
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
50.97%
Pick Rate
1.66%
Games
414

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
GoldT350.97%1.66%414
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
50.89%
Pick Rate
1.80%
Games
450

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

View augment details
SilverT350.89%1.80%450
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
50.81%
Pick Rate
1.23%
Games
307

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT350.81%1.23%307
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
50.43%
Pick Rate
1.86%
Games
466

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

View augment details
SilverT350.43%1.86%466
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
49.15%
Pick Rate
0.94%
Games
236

Grants 60 ability haste .

View augment details
GoldT349.15%0.94%236
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.84%
Pick Rate
1.73%
Games
432

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
PrismaticT348.84%1.73%432
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
48.81%
Pick Rate
1.52%
Games
379

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT348.81%1.52%379
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.43%
Pick Rate
1.53%
Games
382

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
PrismaticT348.43%1.53%382
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
48.39%
Pick Rate
1.36%
Games
341

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
GoldT348.39%1.36%341
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
48.28%
Pick Rate
1.74%
Games
435

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
PrismaticT348.28%1.74%435
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.24%
Pick Rate
1.36%
Games
340

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
PrismaticT348.24%1.36%340
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.21%
Pick Rate
1.00%
Games
251

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
PrismaticT348.21%1.00%251
ReEnergize ReEnergize ReEnergize Silver
Rarity
Silver
Tier
T5
Win Rate
47.99%
Pick Rate
1.69%
Games
423

Your Energized attacks against targets not hit by your previous Energized attack do not consume any Energize stacks on-hit. Additionally, when fully Energized , your next basic attack deals bonus magic damage on-hit equal to 10% of the target's current health .

View augment details
SilverT347.99%1.69%423
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
47.17%
Pick Rate
1.48%
Games
371

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
GoldT347.17%1.48%371
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
47.06%
Pick Rate
1.84%
Games
459

Basic attacks generate a stack, up to 2 times. At 2 stacks, your next basic attack consumes all stacks to apply on-hit effects again at 150% effectiveness.

View augment details
GoldT347.06%1.84%459
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
46.63%
Pick Rate
1.48%
Games
371

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

View augment details
GoldT346.63%1.48%371
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.58%
Pick Rate
0.94%
Games
234

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
PrismaticT346.58%0.94%234
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
46.35%
Pick Rate
1.26%
Games
315

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

View augment details
GoldT346.35%1.26%315
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
45.22%
Pick Rate
1.09%
Games
272

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
SilverT345.22%1.09%272
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
44.53%
Pick Rate
1.64%
Games
411

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
GoldT344.53%1.64%411
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.01%
Pick Rate
1.54%
Games
384

Gain the Hail of Blades and Press the Attack keystone runes.

View augment details
PrismaticT344.01%1.54%384
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
43.43%
Pick Rate
1.00%
Games
251

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

View augment details
GoldT343.43%1.00%251
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
55.81%
Pick Rate
0.34%
Games
86

Upgrades Sword of Blossoming Dawn , empowering Peppermint to have its healing increased by 250%. Additionally, you gain 100% bonus attack speed , but your basic attacks against champions now deal 50% damage.

View augment details
PrismaticT455.81%0.34%86
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
55.32%
Pick Rate
0.38%
Games
94

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
PrismaticT455.32%0.38%94
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
54.33%
Pick Rate
0.51%
Games
127

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
GoldT454.33%0.51%127
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.67%
Pick Rate
0.60%
Games
150

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
PrismaticT452.67%0.60%150
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.43%
Pick Rate
0.41%
Games
103

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
PrismaticT452.43%0.41%103
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.33%
Pick Rate
0.69%
Games
172

Grants 3 random Dragon Souls .

View augment details
PrismaticT452.33%0.69%172
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
52.00%
Pick Rate
0.50%
Games
125

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
SilverT452.00%0.50%125
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
51.92%
Pick Rate
0.62%
Games
156

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

View augment details
SilverT451.92%0.62%156
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
51.59%
Pick Rate
0.50%
Games
126

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
GoldT451.59%0.50%126
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
51.35%
Pick Rate
0.30%
Games
74

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

View augment details
GoldT451.35%0.30%74
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.04%
Pick Rate
0.38%
Games
96

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
PrismaticT451.04%0.38%96
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.00%
Pick Rate
0.65%
Games
162

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
PrismaticT450.00%0.65%162
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.73%
Pick Rate
0.74%
Games
185

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
PrismaticT449.73%0.74%185
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.70%
Pick Rate
0.66%
Games
165

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
PrismaticT449.70%0.66%165
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
49.68%
Pick Rate
0.63%
Games
157

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

View augment details
SilverT449.68%0.63%157
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
49.57%
Pick Rate
0.46%
Games
115

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

View augment details
GoldT449.57%0.46%115
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
49.53%
Pick Rate
0.43%
Games
107

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
GoldT449.53%0.43%107
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
48.95%
Pick Rate
0.57%
Games
143

Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health .

View augment details
SilverT448.95%0.57%143
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
48.84%
Pick Rate
0.34%
Games
86

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

View augment details
GoldT448.84%0.34%86
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.28%
Pick Rate
0.58%
Games
145

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

View augment details
PrismaticT448.28%0.58%145
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.95%
Pick Rate
0.68%
Games
171

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

View augment details
PrismaticT447.95%0.68%171
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
47.95%
Pick Rate
0.29%
Games
73

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
SilverT447.95%0.29%73
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
47.52%
Pick Rate
0.40%
Games
101

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
GoldT447.52%0.40%101
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
47.26%
Pick Rate
0.58%
Games
146

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
GoldT447.26%0.58%146
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
47.25%
Pick Rate
0.36%
Games
91

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
SilverT447.25%0.36%91
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
46.58%
Pick Rate
0.29%
Games
73

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

View augment details
SilverT446.58%0.29%73
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
46.36%
Pick Rate
0.44%
Games
110

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

View augment details
SilverT446.36%0.44%110
Earthwake Earthwake Earthwake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.96%
Pick Rate
0.64%
Games
161

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
PrismaticT445.96%0.64%161
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
45.13%
Pick Rate
0.45%
Games
113

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

View augment details
GoldT445.13%0.45%113
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.53%
Pick Rate
0.51%
Games
128

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
PrismaticT444.53%0.51%128
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
43.51%
Pick Rate
0.52%
Games
131

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

View augment details
GoldT443.51%0.52%131
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
43.14%
Pick Rate
0.41%
Games
102

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
GoldT443.14%0.41%102
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
43.02%
Pick Rate
0.34%
Games
86

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT443.02%0.34%86
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
42.03%
Pick Rate
0.83%
Games
207

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
SilverT442.03%0.83%207
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
41.03%
Pick Rate
0.31%
Games
78

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
GoldT441.03%0.31%78
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
40.76%
Pick Rate
0.63%
Games
157

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
GoldT440.76%0.63%157
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
39.07%
Pick Rate
0.60%
Games
151

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

View augment details
GoldT439.07%0.60%151
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
35.44%
Pick Rate
0.32%
Games
79

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
PrismaticT435.44%0.32%79
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.54%
Pick Rate
0.24%
Games
59

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
PrismaticT552.54%0.24%59
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.92%
Pick Rate
0.21%
Games
52

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
PrismaticT551.92%0.21%52
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
51.43%
Pick Rate
0.28%
Games
70

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

View augment details
GoldT551.43%0.28%70
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.64%
Pick Rate
0.22%
Games
56

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
PrismaticT544.64%0.22%56
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
30.36%
Pick Rate
0.22%
Games
56

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
SilverT530.36%0.22%56

Graves Skill Combos

Extracted from the skill order guide

Skill Order
QEW

Max order: Q > E > W, with R whenever possible.

QWE

Consider Q > W > E only when your augment setup or team plan makes W a central part of your fights.

RQEW

Max Q first, E second, W last.

Graves Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Graves counters these champions in ARAM: Mayhem.

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

Yone Yone Yone T3
Tier
T3
Rank
#65
Win Rate
50.53%
Pick Rate
0.57%

Yone is a melee carry-assassin who wins fights by setting up a clean engage, diving the backline, then snapping back before the enemy can fully punish him. He plays like a skirmisher with burst windows: stack pressure safely, look for a knock-up angle, commit with his spirit form, and use his ultimate to cut through grouped targets. In ARAM: Mayhem, Yone gets more chances to fight but also has less room to hide mistakes. Constant 5v5 pressure makes his engage pattern stronger when enemies clump, yet any bad dive can be punished instantly by layered crowd control. Play him patiently at first, use Snowball or allied setup to enter on your terms, and only force deep when you know your return path or cleanup damage is secure. View champion guide

Master Yi Master Yi Master Yi T1
Tier
T1
Rank
#18
Win Rate
52.96%
Pick Rate
0.73%

Master Yi is a melee reset carry who wants one clean opening, then turns a fight into a chase. He farms damage through repeated autos, uses Alpha Strike to dodge key hits or follow low-health targets, and looks strongest when enemies have already spent their crowd control. In ARAM: Mayhem, the constant fighting gives Yi more chances to snowball, but it also exposes his biggest weakness: he is easy to punish before he commits or right after Alpha Strike ends. Play him like a finisher, not a frontliner. Wait for cooldowns, enter from the side, clean up the first target, then use resets and movement speed to keep the fight rolling. View champion guide

Tryndamere Tryndamere Tryndamere T2
Tier
T2
Rank
#33
Win Rate
51.66%
Pick Rate
0.39%

Tryndamere is a melee carry who wins by forcing messy close-range fights, stacking up damage, then staying alive just long enough to finish the job. His signature pattern is simple: look for a weak target, spin into range, commit hard, and use his death-denial window to keep swinging when most champions would have to back off. In ARAM: Mayhem, Tryndamere has less room to split or farm quietly, so he plays more like a fearless cleanup brawler. Snowball, flank angles, and augment choices matter a lot because walking straight through five champions usually gets punished. Pick your engage when key crowd control is down, chase low-health carries, and save your big commitment for the moment the enemy team has already spent their best peel. He is entry-level in concept but still needs discipline. If you go in too early, you burn your survival tools and die after the fight ends. If you wait for the first enemy mistake, Tryndamere can turn a cramped bridge fight into a fast reset-style cleanup where every extra second of uptime matters. View champion guide

Samira Samira Samira T5
Tier
T5
Rank
#150
Win Rate
46.68%
Pick Rate
0.63%

Samira the Desert Rose Samira is a high-octane hybrid marksman designed to style on enemies through close-range combat and ability weaving. She occupies a unique space between an AD carry and an assassin, relying on her Style meter to unlock her devastating ultimate. Her entire kit rewards aggressive play and rapid input execution, making her one of the most adrenaline-heavy picks in the game. In ARAM: Mayhem, Samira thrives because the constant fighting accelerates her entire game plan. The single-lane format removes her biggest weakness—getting kited or flanked in side lanes—and replaces it with non-stop targets for her dashes and ultimate. She builds Style faster here than in any other mode, letting her fire Inferno Trigger repeatedly throughout a single extended teamfight. Her signature pattern is simple but demanding: stack abilities and auto-attacks to reach Style grade S, then unleash her ultimate for massive area-of-effect damage and healing. Miss the timing or get interrupted, and she pops. Land it, and she turns a messy brawl into a pentakill highlight. View champion guide

Read counter details

Countered By

5

Graves is countered by 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

Ziggs Ziggs Ziggs T3
Tier
T3
Rank
#74
Win Rate
50.23%
Pick Rate
0.78%

Ziggs is a long-range artillery mage who wins space before the fight fully starts. He pokes from safety, clears waves fast, and punishes enemies who walk through narrow lanes or clump around objectives. His signature pattern is simple: throw bombs to chip people down, use minefields and displacement to make engages awkward, then help finish structures when the enemy team is forced back. In ARAM: Mayhem, Ziggs plays even more like a pressure pick. The map is still tight, but the pace is wilder, so he has to keep moving between casts instead of standing still and farming damage. Augments can push him toward heavier poke, better safety, or faster fight cleanup, but his core job stays the same: control the lane, soften targets before they engage, and make every enemy advance cost health. 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

Veigar Veigar Veigar T3
Tier
T3
Rank
#81
Win Rate
50.14%
Pick Rate
0.98%

Veigar is a scaling burst mage who controls space with his cage and deletes targets once they are forced to stand still. His usual pattern is simple: punish clumped enemies, trap priority targets, then stack damage through repeated spell hits and takedown pressure.In ARAM: Mayhem, Veigar gets more chances to fight than on a normal map, but he also has less room to hide. Play him as a backline control mage: hold your stun for engages or escapes, farm stacks safely when the wave is contested, and use the chaos of Mayhem to land huge area damage on enemies who overcommit. View champion guide

Malzahar Malzahar Malzahar T1
Tier
T1
Rank
#17
Win Rate
53.30%
Pick Rate
0.91%

Malzahar is a control mage who wins fights by making one target miserable. He pushes waves with Void pressure, spreads damage over time, and punishes divers with reliable lockdown when they step too far forward. His pattern is simple: mark a target, let the Void do the work, then hold suppression for the enemy carry, assassin, or overconfident frontliner who gives your team a clean focus window.In ARAM: Mayhem, Malzahar is less about slow lane control and more about surviving the chaos long enough to choose the right victim. Fights start faster, engage angles are messier, and enemies have more ways to force contact, so your spell shield, spacing, and ultimate timing matter a lot. Play behind your frontline, keep waves and summons moving, and do not waste your lockdown on the first body you see unless killing that target actually wins the fight. View champion guide

Read counter details

Graves Team Comp Highlights

Partner patterns extracted from the team comp guide

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

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

Amumu

Amumu gives Graves the thing he wants most: enemies held in a tight area while a durable champion takes first contact. Graves does not need a long chase when Amumu starts the fight. He needs one committed clump.

Orianna Orianna Orianna T3
Tier
T3
Rank
#80
Win Rate
50.28%
Pick Rate
0.51%

Orianna is a control mage who fights through the Ball, shaping space instead of simply throwing spells forward. Her job is to shield or attach to an ally, punish enemies who walk into the Ball’s zone, and turn grouped fights with a well-timed combo. In ARAM: Mayhem, fights break out faster and teams collide more often, so Orianna gets more chances to find multi-target impact. She is strongest when she plays behind a durable engager or fast diver, moves the Ball onto them before the fight starts, and waits for enemies to stack too closely. If she throws the Ball too early or stands too far forward, mobile champions can punish her before her setup matters. Pick Orianna when your team wants steady poke, shielding, wave control, and a big teamfight follow-up. Play patiently, track where the Ball is, and make enemies choose between backing away from its threat or eating the fight-changing pull. View champion guide

Orianna

Orianna adds controlled setup, shields, and strong magic damage. Graves brings physical burst and short-range pressure, so Orianna helps balance the damage profile while making his forward movement safer.

Rell Rell Rell T1
Tier
T1
Rank
#14
Win Rate
54.57%
Pick Rate
0.40%

Rell is a hard-engage tank who wins by starting fights on her terms. She wants to ride in, force the enemy team to react, then keep bodies close long enough for her carries to clean up. Her signature pattern is simple: look for grouped enemies, commit with your engage, and turn the fight into a messy frontline brawl where running away is difficult. In ARAM: Mayhem, Rell is easier to find action with but also easier to punish if she wastes her entry. The map keeps teams close, augments can make fights explode quickly, and one good engage can decide the whole wave. Play patiently until enemies stack up or burn key escape tools, then go in with your team ready to follow. If you dive alone, you are not a tank; you are a delivery system for enemy damage. View champion guide

Rell

Rell gives Graves a brutal front-to-back fight pattern. She starts, absorbs the first punish, and keeps enemies close enough for Graves to land repeated close-range shots. Her threat also makes it hard for enemies to walk past the frontline and isolate him.

Lulu Lulu Lulu T4
Tier
T4
Rank
#121
Win Rate
47.27%
Pick Rate
0.46%

Lulu the Fae Sorceress Lulu is a whimsical enchantress who controls fights through disruption, buffs, and crowd control rather than raw damage. She excels as a support or utility mage, turning enemy engages into chaos while amplifying her allies. Her signature pattern revolves around Polymorph—shutting down divers or assassins the moment they commit—and using Whimsy to speed up engages or peel threats. In ARAM: Mayhem, her constant poke and shielding become even more oppressive, and the faster pace means her ult and polymorph are available for nearly every skirmish. View champion guide

Lulu

Lulu turns Graves from a short-range burst marksman into a safer skirmisher. He still has to choose good entries, but shields, speed, and emergency peel let him spend dash aggressively more often without instantly getting punished.

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

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

Brand

Brand supplies heavy magic damage and punishes enemies who clump to avoid Graves angles. Graves pressures the front and side with physical burst, while Brand makes grouped enemies pay even before the hard engage begins.

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

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

Rell Rell Rell T1
Tier
T1
Rank
#14
Win Rate
54.57%
Pick Rate
0.40%

Rell is a hard-engage tank who wins by starting fights on her terms. She wants to ride in, force the enemy team to react, then keep bodies close long enough for her carries to clean up. Her signature pattern is simple: look for grouped enemies, commit with your engage, and turn the fight into a messy frontline brawl where running away is difficult. In ARAM: Mayhem, Rell is easier to find action with but also easier to punish if she wastes her entry. The map keeps teams close, augments can make fights explode quickly, and one good engage can decide the whole wave. Play patiently until enemies stack up or burn key escape tools, then go in with your team ready to follow. If you dive alone, you are not a tank; you are a delivery system for enemy damage. View champion guide

Graves Graves Graves T2
Tier
T2
Rank
#31
Win Rate
52.13%
Pick Rate
0.82%

Graves is a short-range marksman who plays more like a bruiser with a shotgun. He wants to step forward, fire hard-hitting autos and spells, then use his mobility and smoke to reset the fight on his terms. He is best when he can fight around minions, walls, and frontline space instead of standing still like a backline carry. His signature pattern is simple: get close enough to make the shotgun matter, trade with burst, then reposition before the enemy can fully punish you. In ARAM: Mayhem, that pattern becomes more explosive because fights happen faster and augments can push Graves toward either heavier burst, safer skirmishing, or sustained brawling. If you over-dash into crowd control, you can disappear instantly, but if you pick your entry well, Graves can shred messy teamfights from the edge of danger. Play him as a confident mid-range damage dealer. Use Snowball or allied engage to find angles, save your dash when the enemy has key lockdown ready, and punish anyone who walks too close after wasting their peel. 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

Orianna Orianna Orianna T3
Tier
T3
Rank
#80
Win Rate
50.28%
Pick Rate
0.51%

Orianna is a control mage who fights through the Ball, shaping space instead of simply throwing spells forward. Her job is to shield or attach to an ally, punish enemies who walk into the Ball’s zone, and turn grouped fights with a well-timed combo. In ARAM: Mayhem, fights break out faster and teams collide more often, so Orianna gets more chances to find multi-target impact. She is strongest when she plays behind a durable engager or fast diver, moves the Ball onto them before the fight starts, and waits for enemies to stack too closely. If she throws the Ball too early or stands too far forward, mobile champions can punish her before her setup matters. Pick Orianna when your team wants steady poke, shielding, wave control, and a big teamfight follow-up. Play patiently, track where the Ball is, and make enemies choose between backing away from its threat or eating the fight-changing pull. View champion guide

Lulu Lulu Lulu T4
Tier
T4
Rank
#121
Win Rate
47.27%
Pick Rate
0.46%

Lulu the Fae Sorceress Lulu is a whimsical enchantress who controls fights through disruption, buffs, and crowd control rather than raw damage. She excels as a support or utility mage, turning enemy engages into chaos while amplifying her allies. Her signature pattern revolves around Polymorph—shutting down divers or assassins the moment they commit—and using Whimsy to speed up engages or peel threats. In ARAM: Mayhem, her constant poke and shielding become even more oppressive, and the faster pace means her ult and polymorph are available for nearly every skirmish. View champion guide

Synergy mechanism: Amumu gives Graves the thing he wants most: enemies held in a tight area while a durable champion takes first contact. Graves does not need a long chase when Amumu starts the fight. He needs one committed clump. Combo: Amumu looks for a bandage engage or walks up with threat, then locks multiple enemies in place. Graves should already be near the side of the wave, not behind his backline. When Amumu connects, Graves dashes forward at an angle, drops Smoke Screen on the enemy carries or their escape path, then fires into the packed targets. If the first target survives, Graves should keep moving with the frontline instead of stopping to duel a tank. Best scenario: This is strongest when the enemy team has immobile carries, double marksman, or squishy poke champions hiding behind one bruiser. Amumu forces them to answer the engage, and Graves punishes the stack with close-range burst while they cannot freely kite. Enemy answer: Good opponents spread before Amumu can start, hold disengage for Graves instead of Amumu, or bait the engage onto a tank. They may also let Amumu go in, then collapse on Graves when he dashes after him. Failure risk and recovery: If Amumu misses or starts too deep, Graves must not burn dash to “save” the play. Hold Smoke Screen for the counter-engage, clear the wave, and wait for Amumu to threaten again. Graves recovers well when he keeps health high; he recovers poorly when he follows a doomed engage and loses the next fight before it starts. 2. Orianna Synergy mechanism: Orianna adds controlled setup, shields, and strong magic damage. Graves brings physical burst and short-range pressure, so Orianna helps balance the damage profile while making his forward movement safer. Combo: Orianna can place the ball on or near Graves when he is posturing at the edge of the fight. Graves steps forward like he is taking a normal trade, then dashes into shotgun range as Orianna threatens a pull or zone. Smoke Screen should go where enemies want to run after the ball pressure, not randomly on the frontline. If Orianna lands a multi-target setup, Graves commits his burst immediately before the enemy spacing resets. Best scenario: This pairing shines against teams that respect Graves too much and keep backing up. Orianna punishes that retreat line with zone control, while Graves punishes anyone who turns to fight. It is also strong when your team lacks magic damage and cannot afford to let enemies stack only armor. Enemy answer: Enemies can split around the ball, force Orianna to use shield defensively, or send a diver past Graves onto Orianna. If Orianna is busy surviving, Graves loses a lot of his safe entry timing. Failure risk and recovery: The biggest failure is desync. Graves dashes in before Orianna is in range, or Orianna uses her main threat before Graves can follow. Recover by playing slower around minion waves. Let Orianna hold the center, use Graves to threaten the side angle, and only commit when both champions can hit the same target cluster. 3. Rell Synergy mechanism: Rell gives Graves a brutal front-to-back fight pattern. She starts, absorbs the first punish, and keeps enemies close enough for Graves to land repeated close-range shots. Her threat also makes it hard for enemies to walk past the frontline and isolate him. Combo: Rell should lead from fog, brush, or after the enemy uses a key disengage. Graves follows one step behind, not side by side. Once Rell connects, Graves places Smoke Screen over the enemy backline’s vision line or on the carry who still has damage available. Then he focuses the nearest high-value target he can safely hit. He should not tunnel through Rell’s target if a carry mispositions next to the fight. Best scenario: Rell is best with Graves into short-range brawlers, dive comps, and teams that must walk into your side to win. She makes the fight messy, and Graves likes messy fights when his team owns the center. Enemy answer: The enemy can kite backward before Rell reaches them, poke her down before the engage, or hold displacement for Graves after he follows. They can also ignore Rell’s tankiness and punish Graves the moment he enters. Failure risk and recovery: If Rell engages without follow-up range, the fight becomes a slow loss. Graves should recover by using Smoke Screen to break the enemy’s chase and hitting the closest threat while retreating. On the next attempt, stand closer before Rell starts or ping off until the wave position lets both champions enter together. 4. Lulu Synergy mechanism: Lulu turns Graves from a short-range burst marksman into a safer skirmisher. He still has to choose good entries, but shields, speed, and emergency peel let him spend dash aggressively more often without instantly getting punished. Combo: Graves should take a forward angle when Lulu can see him and has defensive tools ready. He dashes in for a high-damage trade, Smoke Screens the enemy response, and keeps moving sideways so Lulu can continue supporting him. If a diver jumps Graves, Lulu’s job is not to start a new fight elsewhere; she buys him the second he needs to reload, reposition, and fire back. Best scenario: Lulu is excellent when the enemy has assassins, reset fighters, or hard engage that normally punishes Graves for walking up. She is also strong when Graves is the main physical damage source and must stay alive through multiple waves of pressure. Enemy answer: Opponents may bait Lulu’s defensive tools with fake engages, then re-engage when Graves has no protection. They can also switch targets to Lulu first, forcing Graves to choose between peeling and dealing damage. Failure risk and recovery: The risk is overconfidence. Graves with Lulu support can still die if he dashes into five champions with no exit. If the first trade fails, back out immediately, let Lulu reset the spacing, and play the next few seconds defensively. Graves should farm damage on whoever crosses the line instead of chasing into darkness after a shielded trade ends. 5. Brand Synergy mechanism: Brand supplies heavy magic damage and punishes enemies who clump to avoid Graves angles. Graves pressures the front and side with physical burst, while Brand makes grouped enemies pay even before the hard engage begins. Combo: Brand should soften grouped targets and force them to spread or retreat. Graves uses that movement to pick the closest exposed target, then drops Smoke Screen to interrupt the enemy carry’s ability to trade back cleanly. If Brand lands crowd control or a big area damage window, Graves commits into the same zone instead of starting a separate duel on the edge. Best scenario: This duo is strongest into armor-stacking frontlines, melee-heavy comps, and teams that need to stand together to protect their carries. Brand pressures health bars early, then Graves finishes fights once enemies are too low to hold the line. Enemy answer: Enemies can outrange both with disciplined poke, dive Brand before he gets damage out, or spread wide so Brand and Graves cannot hit the same targets. If they force Graves to be the only engage, the synergy drops fast. Failure risk and recovery: The failure point is a team with damage but no start button. Brand and Graves can win trades, but they may struggle to force a clean fight if enemies refuse to walk in. Recover by playing around wave control and health leads: let Brand chip first, let Graves guard the side angle, and wait for an enemy to step up for minions before committing.

Draft note: Graves prefers one true engager, one source of magic damage, and one champion who can protect him after he dashes in. If the team already has heavy engage, add Lulu-style peel or Orianna-style control. If the team is all physical damage, prioritize Brand or another reliable magic threat. If the team is all poke with no frontline, Graves has to play like a counter-engage carry, saving dash and Smoke Screen for enemies who enter first rather than trying to start fights himself.

Graves ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityGraves is a short-range physical carry who pokes with Q, farms waves, and waits for enemy cooldowns before stepping forward safely.He becomes a burst bruiser-carry who proactively looks for side angles and punishes isolated targets with explosive skirmish power.Shift from reactive front-to-back damage to proactive burst entries that delete isolated targets.
Smoke Screen UsageSmoke Screen is often saved for divers or enemy carries stepping into range, and a bad cast creates only a small inconvenience.W is much more valuable because burst windows are shorter; drop it on champions who need vision to finish their combo.Use W to deny key damage moments during chaotic all-ins, not as random poke.
E Dash TimingE is used carefully because Graves has short range; dash sideways to dodge skillshots rather than only forward for damage.E becomes your permission button to start trades if augments support brawling, or saved to react after enemy engage tools miss.Treat E as a commitment tool when ahead, but save it to react against heavy burst.
Ultimate PriorityR is often used to finish low-health enemies or create distance after a risky trade has already concluded.R should still finish kills, but also protects your tempo; use knockback to break contact if a dive turns bad.Use R to protect your tempo and escape bad dives instead of greedily holding for executes.
Teamfight SpacingStay just behind your frontline, hit what is safe, and rarely be the first champion seen by the enemy engage.Stand wider and look for diagonal entries, forcing enemies to choose between facing your team or turning toward your shotgun damage.Use side space and diagonal angles to force enemies into losing choices.

Champion Analysis

Role / Current performance

Overview

In Hextech Mayhem (ARAM) mode, Graves the Outlaw is a ranged-melee hybrid fighter with explosive burst damage and devastating close-range power. He functions as a melee fighter-ADC whose passive, New Destiny, converts his basic attacks into short-range shotgun blasts that fire multiple pellets, dealing full damage at close range with damage falling off at distance, making him ideally suited for close-quarters combat. His Q, End of the Line, is his core damage ability, firing a smoke canister that explodes upon hitting an enemy or reaching max range, dealing massive physical damage in a cone that is devastating in Hextech Mayhem’s confined spaces. His W, Smoke Screen, is his core crowd control tool, deploying a smoke grenade that denies vision to enemies inside, a blind effect extremely valuable for disrupting enemy abilities and protecting allies. His E, Quickdraw, provides a dash that resets his basic attack while granting bonus armor, giving him excellent mobility and survivability. His ultimate, Collateral Damage, fires a powerful explosive shell that deals massive physical damage and knocks back enemies in a cone. Graves’s combination of burst, crowd control, and mobility makes him a formidable fighter in Hextech Mayhem, allowing him to excel in the tight corridors of ARAM by leveraging his shotgun’s full damage up close, using Smoke Screen to blind opponents and block their vision, dashing in and out of fights with Quickdraw, and finishing off clusters of enemies with the wide cone of End of the Line or the knockback of Collateral Damage. Positioning is critical: Graves must remain at close range to maximize his pellet damage, but his dash and bonus armor give him the durability to survive extended skirmishes, while his vision denial provides unique utility that can turn teamfights by forcing enemies to reposition or miss skillshots. His playstyle rewards aggressive, frontline engagement rather than traditional ADC kiting, making him a versatile pick that can both burst squishy targets and pressure tankier foes, provided he manages his ammo cooldowns and dash resets effectively.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Graves wins Mayhem fights by controlling short space, not by standing still and front-lining forever. Treat every trade as a small reposition puzzle: step up when your shells are ready, fire into a target that cannot freely answer, then use Quickdraw or Smoke Screen to break their return damage. Start fights from the side of your minion wave to get clear angles for basic attacks and End of the Line, rather than sitting behind the wave and losing damage into minions while the enemy hits you for free. Engage after an enemy key spell like a hook, stun, or knockup misses; dash forward with Quickdraw and fire immediately while the tool that would stop your follow-up is down. Use Smoke Screen before the enemy can focus you, not after you are already low, denying clean targeting and creating confusion during your entry. Do not force the first engage into five ready champions; let a real initiator create the first crowd control, then dash in as the enemy clumps or retreats. When melee champions dive too deep, hold your ground and punish them by kiting backward, reloading safely, and firing into the closest diver instead of chasing a low-health backliner through danger. Smoke Screen the second enemy entering the fight, as the follow-up mage or marksman often carries the real damage, and blinding their angle turns a clean enemy engage into a staggered fight. Save Quickdraw for delayed crowd control; dashing too early into roots, knockups, or walls makes you an easy target, so let the first spell show, sidestep or dash after it, then punish while they are committed. Collateral Damage works as a finisher or spacing tool; if a diver is about to reach you and you cannot safely reload, the knockback creates breathing room while threatening a kill. Retreat diagonally, not straight back down the lane, to avoid line skillshots and force enemies to choose between chasing you or walking into return fire. Reload before re-entering after a disengage, as walking back in with empty shots loses a fight you almost stabilized. Fight around lane edges to open your shot angle, because minions and tanks can body-block damage in the center. Do not stack directly on your backline; stay half a step ahead or to the side so you can intercept divers without dragging area damage onto your team. Use walls as threat, but avoid dashing into a wall pocket with no exit. Respect long-range poke before the wave meets; if the enemy controls the lane with artillery, let minions absorb pressure and look for Snowball or flank timing. Shoot the closest high-value target you can actually reach, as tunneling past tanks into a protected backline loses damage. Swap targets when a carry loses vision or mobility, and do not overvalue low-health targets behind the entire enemy team. Against heavy tanks, prioritize damage windows over ego duels. Use Snowball as a follow-up, not a blind opener, and only recast when your exit is already planned. Play around augments by grouping damage into one clean entry or keeping movement in reserve, adapting your fight pattern to what the augment rewards. Push hard when the enemy is missing poke tools, pull back after clearing if your team has no cooldowns ready, and freeze the pace when behind. Do not waste all damage on minions before a fight breaks out. Dive only after the enemy has been displaced or crowd controlled, let the tank take initial pressure, and cancel if the wave dies or your team hesitates.

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Playstyle Guide

Playstyle / Team structure

Play guide

Graves wants short, controlled brawls, not endless front-to-back staring contests. His game plan revolves around burst windows, reload rhythm, and avoiding dashes forward without a reset plan. In Mayhem, augments can push him toward burst, sustained DPS, bruiser skirmishing, or ability spam, but the core remains: stand just behind the real engage, punish anyone who walks into range, and use Snowball or dash only when the fight is already messy enough that the enemy cannot instantly focus him. During levels 1 through 6, Graves should hold the line and trade in bursts. Position slightly behind the frontline or beside a sturdier bruiser, using minions, tanks, and brush edges to shorten angles before trading. Take quick trades when the enemy steps up for minions, relics, or poke angles, then back off before the enemy can answer. Wasting shots into a tank with full backup loses pressure, while saving burst for an overstepping squishy creates real kill threat. Early Snowball is mostly a threat tool; recast only when the team can follow immediately, the target has used a key escape, or the fight is happening in the middle of the lane so Graves can dash back toward safety after the burst. The first augment should decide how greedy he can play: damage or burst augments sharpen trades after allied crowd control, durability augments allow standing closer to the frontline, and mobility augments enable more frequent side angles while still respecting hard engage. Push when the team has lane control and the enemy has weak waveclear; stall when outranged or waiting for key ultimates, clearing just enough to protect the tower. If ahead, hold the middle of the lane and punish anyone trying to clear, saving Snowball for a champion who panics away from their team. If behind, stand farther back, clear waves safely, and trade only after the enemy spends crowd control on someone else. Before level 6, identify the enemy punish tools and force them out with movement and wave pressure, then fight after they miss or are used on the frontline. From levels 7 to 11, Graves plays around picks and messy skirmishes. Spacing still decides the fight; stand close enough to follow allied engage yet far enough not to be the first target. Trade harder once ultimates and stronger augments are online, softening the front line or punishing a mispositioned carry, then committing only after the enemy formation breaks. Mid game Snowball can start fights under clear conditions: use it on a low-mobility carry, an isolated mage, or a frontliner the team can instantly collapse on, and avoid recasting into targets beside heavy peel unless the team is already entering. Build fights around what augments actually reward—burst setups hide intent until an ally lands crowd control, repeated casting setups play longer fights around minion waves and the frontline’s body block, defensive tools allow baiting cooldowns if the escape path is clear. Push after winning a fight or forcing multiple enemies low; stall if the team is missing ultimates, a carry is dead, or the enemy has stronger long-range engage. When ahead, hold space near the wave, make squishies afraid to walk up, and collapse on anyone tagged, using the lead to take structures and deny healing pickups rather than chasing deep. When behind, play for counter-engage: let the enemy start into the tank or bruiser, then step forward after their first crowd control chain is used, killing the closest trapped target first and resetting the wave. Around level 11, track which enemy is carrying fights and adjust positioning and Snowball use accordingly.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Graves the Outlaw thrives on short-range burst and punishing enemies who step into his threat zone, but his reload cycle and lack of sustained range make him vulnerable when he overextends or fights without a clear exit plan. When ahead, he should move to the front edge of his team’s threat range, control the middle of the lane, and deny enemy healing pickups while forcing opponents to answer his quick spell rotations and close-range autos. The key is to convert won fights into space rather than ego dives—pushing the wave but advancing only as far as his dash or Snowball exit plan allows. Smoke Screen should be saved to break the enemy’s clean engage by blinding the carry, diver, or control mage, not thrown randomly for poke. Graves wins by taking short trades around his reload cycle: fire, step back, reload safely, then re-enter. If he spends both shots and dashes forward without cover, the enemy can punish the reload window with crowd control or burst. Terrain and minion waves make his burst more reliable because enemies have fewer dodge paths. Snowball is a finisher when ahead, used on low-health or immobile targets, not a permission slip to dive into a fight the enemy can still win. Augment choices should protect the way he is winning—damage and penetration if he is bursting safely, or mobility and durability if the enemy still has dangerous engage. The biggest throw while ahead is chasing past the next enemy respawn wave; Graves is strongest when enemies walk into him, not when he sprints alone into fresh cooldowns. When behind, Graves must stop forcing front-to-back DPS checks and instead play around waveclear, Smoke Screen disruption, and burst windows on overstepping enemies. Farm the wave first when he cannot fight, and hold dash as a defensive tool until the enemy commits a key ability. Smoke Screen should slow the enemy’s snowball rather than start hopeless fights. He should look for punishment windows after the enemy spends mobility—wait for assassins to jump or bruisers to overextend, then move in with close-range burst. Snowball is used defensively or selectively, only recasting when the target is isolated or controlled. Augments should cover his current weakness: durability if he dies before dealing damage, mobility if he cannot reach targets, or consistency if his team lacks waveclear. He should not contest health pickups alone if the enemy controls the lane, and he must play near teammates who can lock down targets so his burst has someone to follow. Identifying the enemy’s throw pattern—overly aggressive dives or chases—and capitalizing on one shutdown can bring Graves back into the game, but only if he takes the guaranteed target and resets after a won defense rather than chasing into the enemy side with low health.

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Champion Background

Lore / Identity / Text block

Background copy

Graves the Outlaw does not function like a standard marksman in ARAM: Mayhem. His shotgun fires a cone of pellets, must reload after two shells, and deals dramatically more damage at close range, making him a bruiser-style carry who thrives on space control rather than sustained long-range fire. Every part of his kit reinforces a high-risk, high-reward play pattern centered on punishing clumped enemies, managing cooldowns, and using terrain to amplify ability damage. His passive defines the entire game plan: short trades hit hard while long-range pokes are weak, and minions or frontline bodies block his pellets, so he must constantly reposition to find clean angles. His Q fires a shot that can return or detonate after hitting a wall, and the narrow ARAM corridor geometry makes wall Qs a devastating tool against stacked or retreating enemies. His W creates a smoke zone that denies vision, making it one of the most disruptive utility spells in the mode when dropped on enemy carries, dive paths, or retreat zones. His E is a dash that combines mobility with partial reload mechanics, allowing Graves to reposition for better shotgun angles, dodge key crowd control, or step into point-blank range after the enemy has already committed their spells. His R fires a long-range, penetrating shot that knocks him backward, serving as both a finisher and a spacing tool that can save him from divers or push him out of auto range if used carelessly. In Mayhem, fights erupt instantly and angles change constantly, so Graves must play proactively: trade around reloads, dash with a purpose, save W for critical moments, and never waste shells on minions before an engage. Every ability has clear counterplay—enemies can body-block, kite during reloads, dodge Q returns, leave smoke zones, or bait out E before punishing—and mismanaging any part of his kit can make Graves look useless. His leveling priority reflects this identity: Q is maxed first for reliable burst and wave control, E second for safer repositioning and uptime, and W last due to its utility scaling less with rank. When played correctly, Graves controls space through short-range burst, vision denial, and terrain play, turning every choke point and chaotic scramble into a potential kill zone.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Graves is easy to make look useless in Mayhem if treated as a normal backline marksman. He wants short, violent trades, clean spacing, and patience around his reload rhythm. Most mistakes come from dashing in because a target looks low, firing into bad angles, or wasting defensive tools before the enemy has committed. Mechanically, dashing forward without a clear shot path burns mobility and lands Graves beside the frontline where he is punished. The correct habit is to hold the dash until a target steps into range, a crowd control spell misses, or the team fight starts, using it to create a firing angle. Fighting while ignoring the reload rhythm leaves Graves empty when the enemy turns; trades should be delivered in bursts—fire, reposition, wait for the next loaded shot, then step back in. If caught empty, move toward cover rather than panicking into the enemy. Smoke Screen is frequently used after the enemy has already engaged, turning it into late decoration. It should be dropped before the fight starts, between the engager and their follow-up or on a carry who needs vision. The ultimate, Collateral Damage, should not be held solely as a long-range execute. It is better used when the burst, finishing damage, or recoil will change the fight—to secure a kill, create distance from a diver, or punish clumped enemies. If whiffed, play immediately more conservatively. Standing directly behind the tank leads to blocked shots and predictable poke lines; offsetting slightly to the side provides protection while allowing better angles onto priority targets. Chaining every ability instantly at the start of a trade leaves no answer if the enemy survives. Staggering tools—using one spell to start or deny space, keeping dash or ultimate for the enemy response, and reloading while repositioning—controls the second half of a skirmish. Using Snowball or portal-style entry into five enemies without checking follow-up usually results in immediate death. Forced entry should only be used when the team is close enough to hit the same target or the enemy has spent key disengage. If a bad entry happens, the nearest escape route is the priority. Finally, aiming burst into shields, invulnerability, or defensive windows wastes high-impact damage. Waiting half a beat for the defensive spell to pass, or hitting the frontline during the immunity window and switching back when the carry is vulnerable, preserves the burst. Decision mistakes stem from playing Graves as the main backline DPS. Standing too far away loses short-range pressure and lets longer-range champions control every wave. Instead, the role should be decided from the enemy composition: play bruiser-style around carries against dive, or look for side angles and burst windows against immobile squishies. If the early approach feels useless, change role mid-game. Chasing low-health targets through the enemy team trades a life for a kill that may not matter; chase only when dash, ultimate, or team follow-up can finish cleanly. Ignoring wave control in favor of constant fighting leaves the team shoved under pressure; clearing the wave before the enemy engages resets the lane state and creates open space. Taking augments or items with no plan for entering fights results in damage that cannot be delivered or durability that is not used; the choice should match the actual game. Frontlining just because Graves feels tanky absorbs the first crowd control chain and loses shotgun pressure; he should be a second-line bruiser. Tunnel-visioning the enemy carry when a diver is the real threat collapses the own backline; in dive matchups, punish the champion entering Graves’ space first.

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FAQ

Graves

FAQ

Is Graves a frontliner or a backline carry in ARAM: Mayhem? Graves is best played as a short-range carry who can briefly frontline when his team is ready to follow. If you dash in before crowd control is used, you get punished because your damage range is shorter than most poke champions. Let tanks or engage augments start fights, then step forward when enemies are already committed. When should I pick Graves in Mayhem? Pick Graves when your team needs physical damage, skirmish power, and someone who can punish enemies walking too close. He feels better with allies that create space, force brawls, or lock targets in place. If your team is all short range with no engage, you may spend the game getting poked before you can shoot. What is Graves trying to do in fights? Graves wants to fight at the edge of danger, not from maximum distance and not in the middle of five enemies. Walk up when a target is controlled or distracted, use your burst, then reposition before their retaliation lands. The tradeoff is simple: you hit hard up close, but every bad step gives enemies a clean punish window.

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