ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T1 Rank #30

Fizz ARAM Mayhem Build & Best Augments

Fizz role and playstyle: baseline role is AP mid-lane style, with a core identity built around teamfight utility and damage output. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Key ARAM traits include AoE pressure, dash mobility. 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: High execution: requires precise positioning, target selection, cooldown tracking, and fight timing. 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.

Fizz Fizz the Tidal Trickster Fighter / Mage / Assassin
TierT1
Rank#30
Win Rate53.38%
Pick Rate0.71%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Lich Bane Lich Bane Lich Bane
Total Price
2,900
Price
250

+100 Ability Power +6% Move Speed +10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus magic damage On-Hit.

Win Rate51.51%
Pick Rate7.25%
#2
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

Lich Bane Lich Bane Lich Bane
Total Price
2,900
Price
250

+100 Ability Power +6% Move Speed +10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus magic damage On-Hit.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate47.65%
Pick Rate2.42%
#3
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

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

Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

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

+12 Magic Penetration +45 Move Speed

Win Rate50.16%
Pick Rate2.17%

Situational itemstop 12

Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

49.83%
Lich Bane Lich Bane Lich Bane
Total Price
2,900
Price
250

+100 Ability Power +6% Move Speed +10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus magic damage On-Hit.

48.84%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

51.39%
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

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

44.88%
Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

44.44%
Zhonya's Hourglass Zhonya's Hourglass Zhonya's Hourglass
Total Price
3,250
Price
450

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

52.73%
Riftmaker Riftmaker Riftmaker
Total Price
3,100
Price
950

+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.

63.03%
Dusk and Dawn Dusk and Dawn Dusk and Dawn
Total Price
3,100
Price
300

+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.

63.54%
Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.

45.54%
Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).

49.57%
Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

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

44.62%
Rabadon's Deathcap Rabadon's Deathcap Rabadon's Deathcap
Total Price
3,500
Price
1,100

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

46.75%

Starting items

Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

47.94%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

47.94%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

51.99%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

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

51.99%
Amplifying Tome Amplifying Tome Amplifying Tome
Total Price
400
Price
400

+20 Ability Power

50.12%
Sheen Sheen Sheen
Total Price
900
Price
650

+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.

50.12%

Core items

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

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

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

+12 Magic Penetration +45 Move Speed

Lich Bane Lich Bane Lich Bane
Total Price
2,900
Price
250

+100 Ability Power +6% Move Speed +10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus magic damage On-Hit.

Win Rate46.68%
Pick Rate18.50%
#2
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

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

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

+12 Magic Penetration +45 Move Speed

Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

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

Win Rate47.64%
Pick Rate10.66%
#3
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

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

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

+12 Magic Penetration +45 Move Speed

Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

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

Win Rate46.28%
Pick Rate6.57%

Situational itemstop 12

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

+12 Magic Penetration +45 Move Speed

47.82%
Lich Bane Lich Bane Lich Bane
Total Price
2,900
Price
250

+100 Ability Power +6% Move Speed +10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus magic damage On-Hit.

48.14%
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

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

47.00%
Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

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

47.88%
Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

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

48.44%
Zhonya's Hourglass Zhonya's Hourglass Zhonya's Hourglass
Total Price
3,250
Price
450

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

48.20%
Rabadon's Deathcap Rabadon's Deathcap Rabadon's Deathcap
Total Price
3,500
Price
1,100

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

51.05%
Void Staff Void Staff Void Staff
Total Price
3,000
Price
1,050

+95 Ability Power +40% Magic Penetration

46.87%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

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

48.11%
Malignance Malignance Malignance
Total Price
2,700
Price
650

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

45.86%
Hextech Rocketbelt Hextech Rocketbelt Hextech Rocketbelt
Total Price
2,650
Price
300

+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.

48.29%
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

45.68%

Starting items

Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

47.55%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

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

47.55%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

46.24%
Hextech Alternator Hextech Alternator Hextech Alternator
Total Price
1,100
Price
300

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

46.24%
Amplifying Tome Amplifying Tome Amplifying Tome
Total Price
400
Price
400

+20 Ability Power

46.43%
Sheen Sheen Sheen
Total Price
900
Price
650

+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.

46.43%

Core items

#1
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.

Win Rate51.25%
Pick Rate16.10%
#2
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Hollow Radiance Hollow Radiance Hollow Radiance
Total Price
2,800
Price
650

+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.

Win Rate55.68%
Pick Rate9.91%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).

Win Rate58.82%
Pick Rate5.46%

Situational itemstop 12

Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.

55.29%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

55.04%
Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.

55.68%
Hollow Radiance Hollow Radiance Hollow Radiance
Total Price
2,800
Price
650

+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.

55.29%
Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).

56.21%
Iceborn Gauntlet Iceborn Gauntlet Iceborn Gauntlet
Total Price
2,900
Price
800

+300 Health +50 Armor +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit and creates a frost field for 2s that Slows.

52.19%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.

51.03%
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%.

54.19%
Kaenic Rookern Kaenic Rookern Kaenic Rookern
Total Price
2,900
Price
800

+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.

59.69%
Lich Bane Lich Bane Lich Bane
Total Price
2,900
Price
250

+100 Ability Power +6% Move Speed +10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus magic damage On-Hit.

52.41%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Total Price
3,200
Price
650

+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.

54.93%
Winter's Approach Winter's Approach Winter's Approach
Total Price
2,400
Price
300

+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.

56.20%

Starting items

Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

57.07%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

57.07%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

51.58%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

51.58%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

51.58%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

58.60%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
58.26%
Pick Rate
7.49%
Games
1,399

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

View augment details
GoldT158.26%7.49%1,399
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
56.68%
Pick Rate
9.18%
Games
1,715

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

View augment details
SilverT156.68%9.18%1,715
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
56.48%
Pick Rate
6.44%
Games
1,204

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT156.48%6.44%1,204
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
56.42%
Pick Rate
5.29%
Games
989

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
PrismaticT156.42%5.29%989
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
55.43%
Pick Rate
6.21%
Games
1,160

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

View augment details
GoldT155.43%6.21%1,160
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
54.76%
Pick Rate
5.23%
Games
977

Grants 60 ability haste .

View augment details
GoldT154.76%5.23%977
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
54.68%
Pick Rate
6.29%
Games
1,176

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
GoldT154.68%6.29%1,176
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
54.04%
Pick Rate
7.54%
Games
1,410

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
SilverT154.04%7.54%1,410
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.88%
Pick Rate
11.25%
Games
2,103

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT153.88%11.25%2,103
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.03%
Pick Rate
9.27%
Games
1,733

Gain ability haste equal to 30% AP .

View augment details
PrismaticT153.03%9.27%1,733
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
52.87%
Pick Rate
6.62%
Games
1,237

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
GoldT152.87%6.62%1,237
Upgrade Sheen Upgrade Sheen Upgrade Sheen Gold
Rarity
Gold
Tier
T4
Win Rate
52.60%
Pick Rate
5.55%
Games
1,038

Upgrades all Spellblade items, empowering the passive effect to deal additional bonus physical damage equal to 4% of the target's maximum health and heal you for 3. 5 % of your maximum health . Additionally, gain 250 .

View augment details
GoldT152.60%5.55%1,038
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
52.41%
Pick Rate
14.33%
Games
2,679

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

View augment details
GoldT152.41%14.33%2,679
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
52.17%
Pick Rate
7.38%
Games
1,380

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

View augment details
SilverT152.17%7.38%1,380
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
52.06%
Pick Rate
8.04%
Games
1,502

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

View augment details
SilverT152.06%8.04%1,502
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
51.78%
Pick Rate
5.87%
Games
1,097

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

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GoldT151.78%5.87%1,097
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
51.60%
Pick Rate
5.69%
Games
1,064

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

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SilverT151.60%5.69%1,064
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
51.58%
Pick Rate
15.93%
Games
2,978

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

View augment details
GoldT151.58%15.93%2,978
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.56%
Pick Rate
8.23%
Games
1,538

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
PrismaticT151.56%8.23%1,538
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
51.48%
Pick Rate
10.85%
Games
2,028

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

View augment details
GoldT151.48%10.85%2,028
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
51.22%
Pick Rate
6.37%
Games
1,191

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

View augment details
SilverT151.22%6.37%1,191
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
50.46%
Pick Rate
6.45%
Games
1,205

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

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GoldT150.46%6.45%1,205
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
50.45%
Pick Rate
5.31%
Games
993

Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast.

View augment details
GoldT150.45%5.31%993
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
49.89%
Pick Rate
7.27%
Games
1,359

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
GoldT149.89%7.27%1,359
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
49.24%
Pick Rate
8.42%
Games
1,574

Grants 18% armor penetration and magic penetration .

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GoldT149.24%8.42%1,574
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
60.97%
Pick Rate
2.88%
Games
538

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
GoldT260.97%2.88%538
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
59.79%
Pick Rate
2.08%
Games
388

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

View augment details
PrismaticT259.79%2.08%388
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
57.56%
Pick Rate
2.19%
Games
410

Gain 2 Stat Anvils .

View augment details
SilverT257.56%2.19%410
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
57.35%
Pick Rate
2.58%
Games
483

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
SilverT257.35%2.58%483
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
57.29%
Pick Rate
4.30%
Games
803

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
PrismaticT257.29%4.30%803
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
56.15%
Pick Rate
3.00%
Games
561

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

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PrismaticT256.15%3.00%561
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
55.99%
Pick Rate
1.92%
Games
359

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

View augment details
SilverT255.99%1.92%359
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
55.79%
Pick Rate
4.07%
Games
760

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

View augment details
SilverT255.79%4.07%760
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
55.61%
Pick Rate
2.15%
Games
401

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

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GoldT255.61%2.15%401
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
55.54%
Pick Rate
3.77%
Games
704

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

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PrismaticT255.54%3.77%704
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
54.97%
Pick Rate
2.64%
Games
493

Gain 1750 upon acquiring this augment.

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GoldT254.97%2.64%493
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
54.60%
Pick Rate
3.31%
Games
619

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 .

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GoldT254.60%3.31%619
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
54.43%
Pick Rate
1.75%
Games
327

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

View augment details
SilverT254.43%1.75%327
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.31%
Pick Rate
2.24%
Games
418

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.

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PrismaticT254.31%2.24%418
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
53.93%
Pick Rate
3.88%
Games
725

Gain 15% omnivamp .

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SilverT253.93%3.88%725
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
53.90%
Pick Rate
3.63%
Games
679

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

View augment details
GoldT253.90%3.63%679
Earthwake Earthwake Earthwake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.87%
Pick Rate
3.18%
Games
594

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.

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PrismaticT253.87%3.18%594
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
53.06%
Pick Rate
2.10%
Games
392

Grants bonus health equal to 50% maximum mana .

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SilverT253.06%2.10%392
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
52.88%
Pick Rate
2.78%
Games
520

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
GoldT252.88%2.78%520
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
52.86%
Pick Rate
3.37%
Games
630

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%.

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GoldT252.86%3.37%630
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
52.57%
Pick Rate
3.12%
Games
584

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
GoldT252.57%3.12%584
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
52.55%
Pick Rate
2.51%
Games
470

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
GoldT252.55%2.51%470
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
52.50%
Pick Rate
3.42%
Games
640

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

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GoldT252.50%3.42%640
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
52.46%
Pick Rate
1.96%
Games
366

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
GoldT252.46%1.96%366
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
52.43%
Pick Rate
3.19%
Games
597

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
GoldT252.43%3.19%597
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.22%
Pick Rate
2.05%
Games
383

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
PrismaticT252.22%2.05%383
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.20%
Pick Rate
3.40%
Games
636

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

View augment details
PrismaticT252.20%3.40%636
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
52.00%
Pick Rate
4.15%
Games
775

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

View augment details
SilverT252.00%4.15%775
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
51.96%
Pick Rate
2.32%
Games
433

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
SilverT251.96%2.32%433
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
51.38%
Pick Rate
1.94%
Games
362

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

View augment details
GoldT251.38%1.94%362
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
50.95%
Pick Rate
1.96%
Games
367

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

View augment details
GoldT250.95%1.96%367
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
50.86%
Pick Rate
3.75%
Games
700

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

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SilverT250.86%3.75%700
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
50.56%
Pick Rate
2.38%
Games
445

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

View augment details
SilverT250.56%2.38%445
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
50.38%
Pick Rate
2.11%
Games
395

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT250.38%2.11%395
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
50.25%
Pick Rate
3.25%
Games
607

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
GoldT250.25%3.25%607
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
50.18%
Pick Rate
2.96%
Games
554

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
SilverT250.18%2.96%554
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.74%
Pick Rate
2.04%
Games
382

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

View augment details
PrismaticT249.74%2.04%382
Master of Duality Master of Duality Master of Duality Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.64%
Pick Rate
2.94%
Games
550

Basic attacks on-hit grant 6 – 18 (based on level) ability power and damaging abilities once per cast instance grant 3 – 9 (based on level) bonus attack damage , lasting for 5 seconds, with the duration of both refreshing on subsequent hits, and stacking infinitely.

View augment details
PrismaticT249.64%2.94%550
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
49.34%
Pick Rate
2.45%
Games
458

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

View augment details
GoldT249.34%2.45%458
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
48.67%
Pick Rate
2.81%
Games
526

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

View augment details
GoldT248.67%2.81%526
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
48.60%
Pick Rate
2.87%
Games
537

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
GoldT248.60%2.87%537
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
48.09%
Pick Rate
2.51%
Games
470

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

View augment details
GoldT248.09%2.51%470
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
47.96%
Pick Rate
3.41%
Games
638

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

View augment details
SilverT247.96%3.41%638
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
46.74%
Pick Rate
3.78%
Games
706

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
GoldT246.74%3.78%706
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
43.81%
Pick Rate
1.77%
Games
331

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
GoldT243.81%1.77%331
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
61.24%
Pick Rate
1.38%
Games
258

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

View augment details
PrismaticT361.24%1.38%258
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
59.54%
Pick Rate
0.93%
Games
173

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

View augment details
SilverT359.54%0.93%173
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
57.14%
Pick Rate
0.82%
Games
154

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

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PrismaticT357.14%0.82%154
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
56.63%
Pick Rate
0.89%
Games
166

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

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GoldT356.63%0.89%166
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
56.50%
Pick Rate
1.19%
Games
223

Casting your ultimate ability empowers you for 10 seconds, causing you to gain a shield for 50% of your maximum health , 20% omnivamp , and 30% bonus movement speed for the duration (20 second cooldown).

View augment details
PrismaticT356.50%1.19%223
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
55.96%
Pick Rate
1.48%
Games
277

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
PrismaticT355.96%1.48%277
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.87%
Pick Rate
0.96%
Games
179

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

View augment details
PrismaticT355.87%0.96%179
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
55.86%
Pick Rate
0.78%
Games
145

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

View augment details
GoldT355.86%0.78%145
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
55.20%
Pick Rate
1.18%
Games
221

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
SilverT355.20%1.18%221
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
54.24%
Pick Rate
0.95%
Games
177

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT354.24%0.95%177
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.74%
Pick Rate
1.57%
Games
294

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

View augment details
PrismaticT353.74%1.57%294
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
53.63%
Pick Rate
0.96%
Games
179

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
SilverT353.63%0.96%179
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.51%
Pick Rate
0.99%
Games
185

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
PrismaticT353.51%0.99%185
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
53.46%
Pick Rate
0.85%
Games
159

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

View augment details
SilverT353.46%0.85%159
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.50%
Pick Rate
1.28%
Games
240

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
PrismaticT352.50%1.28%240
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
51.35%
Pick Rate
0.79%
Games
148

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
GoldT351.35%0.79%148
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.08%
Pick Rate
1.49%
Games
278

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
PrismaticT351.08%1.49%278
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
51.06%
Pick Rate
0.75%
Games
141

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
SilverT351.06%0.75%141
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
50.51%
Pick Rate
1.58%
Games
295

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
GoldT350.51%1.58%295
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
50.20%
Pick Rate
1.34%
Games
251

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
SilverT350.20%1.34%251
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
49.79%
Pick Rate
1.29%
Games
241

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

View augment details
GoldT349.79%1.29%241
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
49.69%
Pick Rate
0.87%
Games
163

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
GoldT349.69%0.87%163
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
49.03%
Pick Rate
1.65%
Games
308

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

View augment details
SilverT349.03%1.65%308
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.91%
Pick Rate
1.23%
Games
229

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
PrismaticT348.91%1.23%229
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
48.82%
Pick Rate
0.91%
Games
170

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT348.82%0.91%170
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
47.81%
Pick Rate
1.47%
Games
274

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

View augment details
SilverT347.81%1.47%274
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.18%
Pick Rate
1.05%
Games
197

Automatically cast a modified version of Rakan's The Quickness , empowering you to break into a captivating sprint for 6 seconds. While empowered, you gain ghosting and 50% bonus movement speed , and enemies you collide with are knocked down and become charmed for 1. 5 seconds (25 second cooldown). A sparkly tiara will descend upon you 2. 5 seconds before the effect activates.

View augment details
PrismaticT345.18%1.05%197
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.97%
Pick Rate
0.75%
Games
141

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

View augment details
PrismaticT343.97%0.75%141
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
43.75%
Pick Rate
0.77%
Games
144

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

View augment details
GoldT343.75%0.77%144
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
43.68%
Pick Rate
1.02%
Games
190

Grants 50% critical strike chance .

View augment details
GoldT343.68%1.02%190
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
42.95%
Pick Rate
0.83%
Games
156

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
GoldT342.95%0.83%156
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
62.50%
Pick Rate
0.47%
Games
88

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
PrismaticT462.50%0.47%88
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
61.26%
Pick Rate
0.59%
Games
111

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
PrismaticT461.26%0.59%111
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
61.05%
Pick Rate
0.51%
Games
95

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
PrismaticT461.05%0.51%95
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
59.26%
Pick Rate
0.72%
Games
135

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
GoldT459.26%0.72%135
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
58.87%
Pick Rate
0.66%
Games
124

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
PrismaticT458.87%0.66%124
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
58.33%
Pick Rate
0.71%
Games
132

Upgrades Bami's Cinder , Hollow Radiance , Sunfire Aegis , and Void Immolation , empowering Immolate to additionally grant you 12 per tick for each enemy champion afflicted by its effect. Additionally, gain 250 .

View augment details
SilverT458.33%0.71%132
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
58.18%
Pick Rate
0.59%
Games
110

Gain the Fleet Footwork and Grasp of the Undying keystone runes.

View augment details
GoldT458.18%0.59%110
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
57.47%
Pick Rate
0.47%
Games
87

Grants 3 random Dragon Souls .

View augment details
PrismaticT457.47%0.47%87
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
55.79%
Pick Rate
0.51%
Games
95

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
GoldT455.79%0.51%95
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
55.00%
Pick Rate
0.54%
Games
100

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

View augment details
SilverT455.00%0.54%100
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
54.90%
Pick Rate
0.55%
Games
102

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
SilverT454.90%0.55%102
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
54.76%
Pick Rate
0.45%
Games
84

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
PrismaticT454.76%0.45%84
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
54.48%
Pick Rate
0.72%
Games
134

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

View augment details
SilverT454.48%0.72%134
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
53.85%
Pick Rate
0.70%
Games
130

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

View augment details
SilverT453.85%0.70%130
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
52.89%
Pick Rate
0.65%
Games
121

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

View augment details
SilverT452.89%0.65%121
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.55%
Pick Rate
0.52%
Games
97

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
PrismaticT451.55%0.52%97
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
51.32%
Pick Rate
0.41%
Games
76

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
SilverT451.32%0.41%76
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
50.00%
Pick Rate
0.57%
Games
106

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

View augment details
GoldT450.00%0.57%106
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.00%
Pick Rate
0.44%
Games
82

Surrounds you in flames, causing you to apply a Burn every second to enemy champions within 500 units for 3 seconds that deals magic damage equal to [ 0. 6 6 % of your maximum health per second.] This Burn stacks infinitely and refreshes with each application.

View augment details
PrismaticT450.00%0.44%82
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
49.15%
Pick Rate
0.63%
Games
118

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

View augment details
GoldT449.15%0.63%118
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.04%
Pick Rate
0.56%
Games
104

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
PrismaticT449.04%0.56%104
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.00%
Pick Rate
0.40%
Games
75

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
PrismaticT448.00%0.40%75
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.67%
Pick Rate
0.46%
Games
86

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
PrismaticT447.67%0.46%86
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
47.29%
Pick Rate
0.69%
Games
129

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

View augment details
GoldT447.29%0.69%129
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
46.85%
Pick Rate
0.59%
Games
111

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

View augment details
SilverT446.85%0.59%111
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
46.77%
Pick Rate
0.66%
Games
124

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

View augment details
SilverT446.77%0.66%124
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
46.67%
Pick Rate
0.48%
Games
90

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
GoldT446.67%0.48%90
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
46.15%
Pick Rate
0.70%
Games
130

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
PrismaticT446.15%0.70%130
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
45.26%
Pick Rate
0.51%
Games
95

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

View augment details
GoldT445.26%0.51%95
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
44.59%
Pick Rate
0.40%
Games
74

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
GoldT444.59%0.40%74
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.12%
Pick Rate
0.55%
Games
102

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
PrismaticT444.12%0.55%102
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
43.02%
Pick Rate
0.46%
Games
86

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
SilverT443.02%0.46%86
Quest: Icathia's Fall Quest: Icathia's Fall Quest: Icathia's Fall Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
42.68%
Pick Rate
0.44%
Games
82

Gain Bami's Cinder . You can now purchase Hollow Radiance and Sunfire Aegis in spite of the item limit imposed by Immolate . Quest: Obtain Hollow Radiance and Sunfire Aegis . Reward: Upon completing your Quest , convert the items you obtained for the quest into Void Immolation . Void Immolation counts as 2 Burn effect sources.

View augment details
PrismaticT442.68%0.44%82
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
42.59%
Pick Rate
0.58%
Games
108

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

View augment details
SilverT442.59%0.58%108
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
40.91%
Pick Rate
0.59%
Games
110

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT440.91%0.59%110
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
35.43%
Pick Rate
0.68%
Games
127

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
PrismaticT435.43%0.68%127
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
29.81%
Pick Rate
0.56%
Games
104

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
SilverT429.81%0.56%104
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
60.00%
Pick Rate
0.29%
Games
55

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

View augment details
SilverT560.00%0.29%55
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
54.72%
Pick Rate
0.28%
Games
53

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
GoldT554.72%0.28%53
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
46.43%
Pick Rate
0.30%
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
SilverT546.43%0.30%56
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
46.30%
Pick Rate
0.29%
Games
54

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT546.30%0.29%54
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
42.11%
Pick Rate
0.30%
Games
57

Grants 60% bonus attack speed .

View augment details
SilverT542.11%0.30%57
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
41.51%
Pick Rate
0.28%
Games
53

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
GoldT541.51%0.28%53
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
39.34%
Pick Rate
0.33%
Games
61

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
GoldT539.34%0.33%61

Fizz Skill Combos

Extracted from the skill order guide

Skill Order
REWQ

Standard order: R > E > W > Q.

REWQ

Take E at level 1 when the lane is dangerous or you need a safe first wave.

Fizz Counters

Counters and threats extracted from the matchup guide

Counters

Counters

6

Fizz counters these champions in ARAM: Mayhem.

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

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

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

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

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

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

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

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

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

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

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

Read counter details

Countered By

6

Fizz is countered by these champions in ARAM: Mayhem.

Lissandra Lissandra Lissandra T4
Tier
T4
Rank
#109
Win Rate
48.19%
Pick Rate
0.48%

Lissandra the Ice Witch Lissandra is a battle-mage who controls space through crowd control and zone denial. She excels at engaging, locking down priority targets, and turning her own body into a frozen trap. In ARAM: Mayhem, she becomes a relentless initiator who can start fights on her terms almost every few seconds. Core Identity She is the queen of "jump on you and die slowly." Lissandra wants to blink into the enemy team, stun someone, and survive long enough to do it again. Her kit rewards aggression over patience. You exist to start fights, not to poke from the back. Role in Mayhem Primary Engage: Your Claw dash lets you close distance instantly. In Mayhem's chaotic environment, you can reach backliners before they react. Counter-Dive Tool: Self-cast ultimate makes you unkillable for a window while damaging everyone around you. Assassins who jump in often trade their lives for nothing. Zone Control: The slow field from your passive and abilities creates dangerous ground. Enemies either walk through it and get caught, or sidestep and lose positioning. Signature Pattern Cast Claw to start moving. Mid-flight, queue your Ring. Land, root the target, and immediately ult either them or yourself depending on who else is nearby. If you're getting collapsed on, self-ult and let your team clean up. If you caught a squishy alone, ult them and watch them die in place. What Changes in Mayhem Ability haste and reduced cooldowns transform Lissandra from a one-and-done engager into a repeatable threat. In standard ARAM, you wait for the perfect moment because your cooldowns are long. Here, you can afford to test engages. Missed Claw? It's back soon. Wasted ult? You'll have it again before the next major fight. Snowball becomes even more flexible. You can Snowball in, save Claw for repositioning, or use Claw first and keep Snowball as a backup escape. The faster pace means enemies group tighter, which makes your area-of-effect damage and crowd control more valuable. 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

Poppy Poppy Poppy T3
Tier
T3
Rank
#75
Win Rate
49.22%
Pick Rate
0.34%

Poppy is a sturdy frontline disruptor who wins fights by saying “no” to the enemy’s best engage. She is not just a tank; she is a bouncer. Look for angles where you can pin a target into terrain, block dash-heavy champions from reaching your carries, then survive long enough for your team to finish the fight. Her signature pattern is simple: hold space, punish movement, and turn enemy confidence against them. If someone dashes in carelessly, Poppy can stop the follow-up and force a bad fight. If someone stands too close to a wall, she can turn that mistake into a pick. In ARAM: Mayhem, Poppy benefits from the constant clumping and narrow lane, but she also has less room to reset after a messy engage. Play her as a peel-first tank when your team has damage, or as a short-range initiator when the enemy gives you a clear wall angle. The faster pace makes her anti-dash tools more valuable, but missed commits get punished quickly. 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

Pantheon Pantheon Pantheon T3
Tier
T3
Rank
#76
Win Rate
49.30%
Pick Rate
0.60%

Pantheon is a direct spear-and-shield fighter who plays like an aggressive diver and skirmish starter. His job is to pick a target, force the fight on his terms, and buy space for his team with a fast stun, spear pressure, and short windows of damage blocking. He is easy to understand: go in when your team can follow, punish exposed carries, and do not waste your engage into the whole enemy team alone. His signature pattern is simple but sharp. Look for a low-health or out-of-position enemy, jump on them, unload your burst, then angle your shield to survive the return damage while your team finishes the play. In ARAM: Mayhem, the constant 5v5 fighting makes Pantheon more explosive, but also less forgiving. Snowball, augments, and nonstop brawls give him more ways to reach targets, yet bad engages are punished instantly because there is usually no quiet lane phase to recover in. Pick Pantheon when your team needs a brave first mover, a backline threat, or a reliable way to punish squishy champions that step too far forward. Play him with patience: the best Pantheon fights start with one clean target, not a heroic dive into five enemies. View champion guide

Vex Vex Vex T2
Tier
T2
Rank
#44
Win Rate
51.87%
Pick Rate
0.41%

Vex is a mid-range burst mage who punishes enemies for jumping in and turns one good fear into a full engage. Her job is to poke safely, hold her fear for divers or clumped targets, then follow a marked enemy with her ultimate when the fight is already tilting in her favor. Her signature pattern is simple: threaten space, wait for someone to dash or overstep, land crowd control, then burst before they can reset. In ARAM: Mayhem, constant grouped fights make that pattern stronger but riskier. Vex gets more chances to hit multiple enemies and chain into messy skirmishes, but she also has less room to hide after committing. Play patient, save your fear for the first real engage, and only dive with your ultimate when your team can follow. View champion guide

Read counter details

Fizz 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 Fizz the one thing he loves most: enemies who cannot freely sidestep, kite, or peel at the exact moment Fizz commits. Amumu’s area lockdown turns Fizz from a risky diver into a guaranteed follow-up threat.

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 layered burst and zone control around Fizz’s dive path. Fizz forces enemies to react quickly, and Orianna punishes that reaction if they clump, retreat through a narrow lane, or turn to kill him.

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

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

Nautilus

Nautilus supplies point-and-click pressure, front-line access, and repeated crowd control that lets Fizz choose his target instead of forcing a blind entry. He also absorbs the first wave of enemy punishment, which is huge for a melee assassin.

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

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

Jinx

Jinx gives Fizz a payoff for partial kills and chaotic fights. Fizz does not always need to solo-delete the carry; if he forces low health, defensive movement, or a messy retreat, Jinx can clean up with long-range damage and resets.

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 gives Fizz a second life after his first burst window. Her shields, speed, peel, and defensive ultimate-style protection let Fizz dive more aggressively without instantly dying when Playful / Trickster is down.

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

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

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

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

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

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

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

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 Fizz the one thing he loves most: enemies who cannot freely sidestep, kite, or peel at the exact moment Fizz commits. Amumu’s area lockdown turns Fizz from a risky diver into a guaranteed follow-up threat. Combo: Let Amumu start when the enemy team is stacked near the wave, a health relic, or a choke. Fizz should hold his shark until Amumu has forced movement or crowd control, then throw it onto the priority carry or the highest-value clump. If the target flashes or dashes early, Fizz can use his mobility to chase while Amumu’s teamfight pressure keeps peelers busy. Best scenario: This pairing is strongest against backlines that stand behind one frontline and rely on one disengage spell. Amumu breaks the front-to-back shape, and Fizz punishes the carry who thought the tank line was enough protection. Enemy answer: The enemy will spread before Amumu reaches them, hold displacement for Fizz, and save defensive tools until after Fizz uses Playful / Trickster. They may also bait Amumu engage with a tank, then collapse on Fizz when he follows too deep. Failure risk and recovery: If Amumu engages too far ahead, Fizz arrives late and has to dive into prepared cooldowns. Recover by playing slower for the next wave: let Amumu threaten from brush or fog, and only commit when the enemy carry steps forward to hit minions. Fizz does not need to be first; he needs the fight to be messy. 2. Orianna Synergy mechanism: Orianna adds layered burst and zone control around Fizz’s dive path. Fizz forces enemies to react quickly, and Orianna punishes that reaction if they clump, retreat through a narrow lane, or turn to kill him. Combo: Orianna can position her ball near Fizz’s entry angle or on the ally who is about to step forward. Fizz tags a carry with shark, then threatens the dive. When the enemy team collapses to peel or body-block, Orianna uses her area control to hit the group while Fizz finishes the marked target or escapes over the fight. Best scenario: This is excellent when the enemy has immobile carries and a predictable peel formation. If they stand close to protect one damage dealer, Fizz creates panic and Orianna converts that panic into a winning teamfight. Enemy answer: Good opponents will avoid standing in a straight retreat path, hold shields or stasis-style answers for the sharked target, and pressure Orianna so she cannot freely place the ball. They may also disengage immediately instead of trying to fight around the marked carry. Failure risk and recovery: The combo fails when Fizz dives before Orianna is in range or when Orianna spends her key zone tool just to clear. If that happens, Fizz should stop looking for the full one-shot and play as a threat marker instead: shark a target, force defensive movement, and let Orianna retake space. A missed kill is still useful if it wins lane position and relic control. 3. Nautilus Synergy mechanism: Nautilus supplies point-and-click pressure, front-line access, and repeated crowd control that lets Fizz choose his target instead of forcing a blind entry. He also absorbs the first wave of enemy punishment, which is huge for a melee assassin. Combo: Nautilus should threaten hooks and direct lockdown until a carry uses a movement spell or walks behind the wrong teammate. Fizz then throws shark during the forced path, not before. Once Nautilus is in the middle of the enemy team, Fizz can enter from the side and avoid being the only visible threat. Best scenario: This duo shines against poke teams that need space to function. Nautilus makes them respect engage range, and Fizz punishes the moment they group behind minions or step forward to land poke. The enemy cannot comfortably hit towers if both engage and assassination are live. Enemy answer: The enemy can answer by blocking hooks with tanks, saving disengage for Fizz instead of Nautilus, and spreading so Fizz’s shark does not start a bigger collapse. Heavy peel champions can also turn Nautilus’s engage into a trap if Fizz enters too late. Failure risk and recovery: The danger is overcommitting onto the first hooked target when that target is only bait. If Nautilus catches a tank, Fizz should not automatically dive past four enemies. Use the catch to gain space, clear the wave, and wait for a carry to panic forward. Recovery is simple: reset the angle, keep health high, and make the enemy waste peel on Nautilus before Fizz shows. 4. Jinx Synergy mechanism: Jinx gives Fizz a payoff for partial kills and chaotic fights. Fizz does not always need to solo-delete the carry; if he forces low health, defensive movement, or a messy retreat, Jinx can clean up with long-range damage and resets. Combo: Fizz should aim shark at a target Jinx can hit after the knock-up or forced retreat. If the enemy burns tools to survive Fizz, Jinx gets a safer window to fire rockets, traps, and follow-up damage. If Fizz finishes one target, Jinx often turns that single pick into a full fight win. Best scenario: This pairing is strongest when your team already has some engage or peel and needs execution power. Fizz creates the first crack, Jinx widens it. Against squishy teams with limited sustain, even one successful Fizz trade can make the next wave unplayable for them. Enemy answer: Enemies will dive Jinx when Fizz goes in, because they know Fizz cannot peel while he is chasing. They may also hold burst for Jinx instead of wasting everything on Fizz’s untargetable window. Failure risk and recovery: The risk is a split fight: Fizz dives forward while Jinx is zoned or forced backward. Recover by using Fizz as a counter-engage threat for one or two waves. Stand near the side, let Jinx hit the frontline, and punish whoever overextends onto her. Fizz does not always need to flank; sometimes his best synergy with Jinx is deleting the diver who thinks she is exposed. 5. Lulu Synergy mechanism: Lulu gives Fizz a second life after his first burst window. Her shields, speed, peel, and defensive ultimate-style protection let Fizz dive more aggressively without instantly dying when Playful / Trickster is down. Combo: Fizz looks for a side entry or shark on a carry, then commits once Lulu is close enough to support him. Lulu should not spend everything before Fizz is threatened. The best timing is after the enemy turns on him, because that is when their damage and crowd control are already committed. Best scenario: This is valuable against teams with heavy counter-burst or bruisers who can survive Fizz’s first rotation. Lulu keeps Fizz alive through the punish window, and that extra second often lets him finish the target, dodge out, or force the enemy team to overchase. Enemy answer: Smart enemies will bait Lulu’s protection with poke or a fake engage, then hard commit once her tools are down. They can also ignore Fizz briefly and attack Lulu or the backline, forcing Fizz to choose between assassination and defense. Failure risk and recovery: The combo fails if Fizz dives outside Lulu’s range or if Lulu uses her protection on a low-value poke trade. Recover by grouping tighter before the next engage and making the enemy show their engage target first. If Lulu is being pressured, Fizz should hover near her and threaten the diver; once that threat is gone, he can return to hunting carries.

Best team shape for Fizz: one hard engage champion, one reliable follow-up damage source, and one form of protection or reset control. He struggles when the team is five fragile damage dealers with no first move, because then every Fizz engage becomes obvious. Give him someone to start, someone to clean up, and someone to cover the exit, and Fizz becomes much harder to punish.

Fizz ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityFizz plays as a patient punish pick, hovering behind minions and waiting for one clean ultimate to decide the fight before retreating.Fizz becomes a constant pressure diver who creates chains of engages, forces cooldowns, backs out, then re-enters before enemies stabilize.Shift from one perfect assassination to repeated pressure angles and faster punish decisions.
Skill UsageFizz can win by landing Chum the Waters and immediately dumping the full combo into the marked target for a kill.Enemies have more survival tools, so Fizz must separate his tools carefully, saving Playful/Trickster for spells that actually kill or lock him down.Bait and space out abilities rather than dumping all buttons at once.
Ultimate DisciplineFiring Chum the Waters down the lane at a visible carry is often enough pressure to control the fight.Random long-range throws get punished harder; hold ultimate for targets with limited escape or when your team can immediately follow.Wait for narrow spaces, used mobility, or guaranteed follow-up before committing ultimate.
Snowball DecisionsSnowball is often Fizz's cleanest way to bypass the lane and attach to a priority target for engagement.Do not always recast just because it hit; use marks to threaten, scout reactions, or force spacing before committing to the dive.Treat Snowball as a choice, not a reflex; recast only with an exit plan.
Teamfight SpacingFizz can stand near his team in the center lane and wait for a linear opening to appear.Fizz needs diagonal spacing off angles to threaten carries while remaining able to retreat, avoiding predictable center-lane positioning.Play side angles where enemies realize too late their carry is exposed.
Augment AdaptationFizz follows familiar assassin logic with damage-focused runes and builds regardless of specific lobby composition.Augments push Fizz toward different patterns; burst augments mean backline execution while durability augments allow longer skirmishes and baiting.After each augment choice, play around whether it makes engages deadlier, safer, or more repeatable.

Champion Analysis

Role / Current performance

Overview

In Hextech Mayhem (ARAM) mode, Fizz the Tidal Trickster is a melee mage-assassin with extraordinary mobility and devastating burst damage. His passive, Nimble Fighter, reduces ongoing damage effects and allows Fizz to pass through units, granting exceptional maneuverability through enemy lines that is crucial for positioning in the constant skirmishes of the Howling Abyss. Fizz’s Q, Urchin Strike, serves as his primary damage tool, dashing to a target to deal magic damage, making it ideal for engaging a key opponent or finishing a low-health enemy. His W, Seastone Trident, empowers his next basic attack with bonus magic damage and applies a damage-over-time effect, providing supplementary damage that chips away at targets after his initial burst. Fizz’s E, Playful/Trickster, is his most critical mobility ability, as it allows him to leap to a target location and become untargetable while airborne; after a brief delay he lands, damaging nearby enemies. In the crowded, chaotic environment of Hextech Mayhem, this ability is essential for dodging critical enemy abilities, engaging from unexpected angles, and disengaging when a fight turns south. Fizz’s ultimate, Chum the Waters, throws shark bait that attaches to an enemy champion; after a delay, a massive shark erupts from the ground, knocking up and damaging all enemies in the area while dragging them toward the center. Because team fights in Hextech Mayhem are constant and compressed, this ultimate consistently hits multiple champions, delivering devastating area-of-effect damage and displacement that can turn the tide of a brawl. Fizz’s kit demands precise timing and positioning: he must weave in and out of combat, using his E and passive to avoid retaliation while unleashing his combo on high-value targets. His high-skill-cap mobility and burst make him one of the most elusive assassins in Hextech Mayhem, capable of single-handedly eliminating squishy enemy carries before vanishing into the fray. However, his melee range and reliance on cooldowns make him vulnerable to coordinated crowd control and sustained damage if his mobility tools are wasted. Players must master the art of baiting and dodging with his untargetability to unlock his full potential, rewarding those who can read the chaotic flow of battle and strike at the perfect moment.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Fizz wins Mayhem fights by making the enemy waste their first answer. Do not open every fight by diving in a straight line. Walk up like you might commit, let poke or crowd control come out, then use your untargetable window to dodge the key spell and re-enter while their backline is still grouped. Start fights from fog, brush, or minion cover whenever possible; Fizz is much easier to punish when the enemy sees the full approach. Use Chum the Waters to create movement, not only kills. A shark on a carry, enchanter, or immobile mage makes the enemy team choose between peeling backward and holding formation. If they scatter, dash to the isolated target; if they stack to protect the target, your team gets a clean area to follow up. Do not chase the first low-health target through the whole team; Mayhem fights turn fast, so if the low target kites behind tanks and shields, switch to the closer damage dealer or support instead of burning your untargetable tool inside five enemies. Look for engage after enemy poke misses; when a hook, binding, stun, or large zone spell is used on the wave or misses your frontline, that is your best window because Fizz punishes cooldown gaps harder than he punishes full-health targets with every defensive spell ready. Counter-engage by sharking a diver or the support behind them when an enemy diver jumps onto your marksman or mage; use your burst while they are stuck in your team’s threat zone. Hold Playful or Trickster when the enemy has one obvious punish spell; delay your untargetable cast until that spell is actually aimed. You can peel by threatening assassination—standing beside your carry with shark available can stop divers from walking forward. Always plan your exit before you enter; check where the minion wave is, where your frontline is standing, and whether Snowball or your untargetable tool will be needed to leave. Escape sideways, not straight backward, because the ARAM lane is narrow and running directly toward your base makes skillshots easy to line up. If you miss shark, slow the fight down; do not force a full dive just because you pressed your ultimate. Hover near your team, clear the wave if safe, and wait for the next enemy mistake. Stand off-center when both teams posture, giving you diagonal angles that make your engage harder to read and give more room to dodge. Do not share the same line as your squishy backline; offset enough that enemies must choose between hitting you or your team. Use minion waves as timing markers—when your wave is large, enemies often step forward to clear, which is your best shark window. Target carries without instant self-peel: immobile mages, marksmen who already used mobility, and enchanters standing too close to the fight. Force their defensive spell first, then commit when they cannot answer the second part of your combo. Respect exhaust, shields, and stasis effects; bait them with a half-commit. Snowball is best after the enemy uses movement or when they are slowed, crowded, or busy clearing the wave; do not always recast it immediately, as letting the threat create space or punishing the direction they choose can be more effective. Play around what your augments reward but do not invent fights just to trigger them; trigger offensive augments after defensive cooldowns are down, and use defensive or mobility augments to extend the second half of the dive.

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Playstyle Guide

Playstyle / Team structure

Play guide

Fizz the Tidal Trickster’s game plan in Mayhem is built around three distinct tempo phases that dictate how he should position, trade, and commit. Early on, from levels 1 to 6, the priority is staying annoying without being desperate. Fizz should start on the side of the wave rather than the center, using edge bushes, minion cover, and short sidesteps to avoid poke. He wins by taking short, ugly trades only when the enemy has just used a key poke or crowd control spell. His early Snowball is a threat tool, not an automatic commit; if it lands while his team is too far back, he should let it expire. Augments that help him survive entry, shorten the gap, or convert one clean hit into a kill are most valuable. He should not spam engage just because he can dash in, and if he burns his escape first while the enemy still has crowd control, he offers a free punish window. The goal is to reach level 6 with enough health to threaten an all-in, tracking which enemy uses peel too early to become his first real target. From levels 7 to 11, Fizz shifts to creating picks and breaking fights open. He should start fights from fog, bush edges, or off-angle positions, not directly in front of the team. This is the stage where he stops taking harmless chip trades and starts forcing meaningful cooldowns. Snowball becomes his best engage bridge, but he should only recast when he has a clear second move, such as landing ultimate on a carry or dodging counter-burst. His augment setup dictates how he fights: burst or execute pressure demands waiting for a carry in kill range, durability tools allow earlier entry with an exit path, and mobility options enable staggered kills. He should push when the enemy backline is low or missing peel, and stall when his ultimate or Snowball is down. When ahead, he avoids trading one-for-one and instead turns pressure into clean kills. When behind, he becomes a punish pick, targeting champions who overextend, and aims to bait the enemy’s most important answer to him before committing. Late game, after level 12, one clean engage can win while one bad dive can end it. Fizz should not idle in the open lane; he positions near side bushes or behind his frontline to keep his engage range unclear. He avoids small trades that cost half his health, instead threatening and watching for panic buttons. Late Snowball is high value but high risk, best used to punish isolated backliners or follow a teammate’s crowd control. Augment timing is critical: if rewards burst, hold for a carry; if repeated casting, enter after the fight starts; if durability, absorb key reactions then retreat. He should push only after a kill, forced retreat, or clear cooldown advantage. When ahead, he denies space and threatens ultimate when carries step up to clear. When behind, he plays for the enemy mistake, forcing them out of position even if he cannot kill the main carry alone. Before the final fight, he chooses one prime target for when peel is missing and a backup exposed champion, committing with a plan, dodging the counter-hit, and exiting before the enemy can turn him into the trade they wanted.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Fizz the Tidal Trickster’s real power in ARAM: Mayhem comes from disciplined fight selection rather than raw damage. His strengths are clean, short bursts against fragile targets and the ability to disengage after a kill—but only if he reserves his key tools for survival. When ahead, Fizz must avoid the temptation to dive the first enemy he sees. Instead, he holds fog, side angles, or minion cover until a carry steps forward without peel or crowd control available. He threatens with his engage pattern but delays the final commit until the enemy panics or spreads out, converting his lead through pressure even without an immediate kill. Playful/Trickster is saved as an exit plan: go in with enough damage to secure the kill, then use untargetability to dodge retaliation. If the enemy still has lockdown abilities, Fizz waits for those to be used on his frontline or a Snowball engage before entering. Greedy re-entry after a kill is his classic throw—he is slippery, not immortal, and Mayhem fights punish overstay hard. Augments that grant extra damage, mobility, defense, or utility reinforce these patterns but do not change the core rule: remove one champion before they can respond, then exit. When behind, Fizz becomes patient and annoying rather than heroic. He must not face-check or front-line losing fights. His job is to wait for the enemy to overstep, punish a carry who separates from peel, and buy time for his team to clear waves and recover. He helps trim waves only when safe, never wasting his safety spell for minions. He fights second, letting another engager force reactions so the enemy spends peel on the first threat. If his ultimate misses or hits a target his team cannot kill, he disengages immediately. Defensive augments cover his weakness of getting deleted before finishing the combo, mobility augments help reach isolated targets after the enemy uses their movement forward, and damage augments restore kill threat but do not fix bad target selection. Sustain augments let him stay on the map after poke without trading crucial health for meaningless damage. He avoids unrecoverable fights: not diving while his team clears a wave, not chasing low-health targets through the entire enemy team, not using Snowball as a mandatory second cast into five champions, and not burning his escape before the enemy commits the spell that would actually kill him. The simple rule is that ahead Fizz pressures the enemy until they give a clean carry angle, then kills and exits, while behind Fizz preserves health, fights after cooldowns are spent, and turns enemy overconfidence into one clean pick.

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Champion Background

Lore / Identity / Text block

Background copy

Fizz the Tidal Trickster is a melee assassin built to slip through cluttered fights and delete a priority target before the enemy can respond. In ARAM: Mayhem, where fights erupt instantly and bodies stack in the lane, every part of his kit is about creating a clean path to the backline and using untargetability to survive the retaliation. His passive Nimble Fighter lets him walk through units, meaning he does not have to go around minion waves, pets, or frontline champions to reach a carry. This movement freedom is essential for keeping a good angle in Mayhem’s dense fights, but it does not provide safety by itself – walking through a wave of five ready champions without an exit spell is a fatal mistake. Fizz’s Q Urchin Strike is a targeted dash that bypasses one enemy and places him behind them, making it both an engage tool and a repositioning trick. A naked Q into the middle of the enemy team is easily punished because opponents in Mayhem have extra tools and faster tempos, so it works best when Fizz has follow-up from his ultimate, his E, a Snowball, or allied crowd control. Q also delivers the on-hit damage of his W Seastone Trident, which is the spell that turns a dash into a real kill threat. W empowers Fizz’s basic attacks for close-range burst, so it should only be pressed after he has confirmed contact – using it out of range gives the opponent time to kite away. The signature spell E Playful / Trickster gives Fizz a jump that makes him untargetable for a moment, then lands with area damage and a choice of repositioning. In Mayhem’s high-damage environment, E is effectively Fizz’s life bar; wasting it on poke damage leaves him exposed and easy to collapse on during the cooldown. The best use is to dodge the key crowd control or burst spell that would stop the assassination, then land on the carry or back toward safety. Fizz’s ultimate R Chum the Waters throws a fish that attaches to the first champion hit and summons a damaging shark after a delay. This ability forces order into Mayhem’s chaos – a well-placed R makes the target panic, burn defensive tools, and become an easy follow-up for Q, W, and E. It can be thrown from long range to pick a carry who is last-hitting or retreating in a straight line, or used at point-blank after Fizz closes distance to shrink dodge options. Each ability has clear punishments: a bad Q leaves Fizz on the wrong side of the fight, a wasted W removes his kill threat, a mistimed E invites instant crowd control, and a missed R forces him to rely on riskier entries. The core identity is a high-risk, high-reward diver who must pick his window carefully, use unit walking and untargetability to bypass damage, and commit only when he can confirm a kill or force the enemy to react defensively before his own escape comes back.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Fizz the Tidal Trickster’s effectiveness in ARAM: Mayhem depends on punishing key targets and escaping cleanly, but common mistakes turn promising fights into lost ones. Mechanically, using his playful jump too early to start a fight or dodge the first visible skill leaves him without his safest escape, so every return hit lands. The correct habit is to hold the jump until the enemy commits key damage, especially when they walk forward to punish his landing. If the jump is already down, stop forcing kills and play behind the front line until it returns. Misplacing dodge timing by using his untargetable move to move forward or dodge harmless poke wastes the spell meant for hard crowd control or burst follow-up. When it is on cooldown, stop playing aggressively and use minions, teammates, and fog to cut enemy vision until it is available again. Burning burst on the wrong target—dumping the combo into the tank or the closest champion—lets the enemy backline survive and removes Fizz’s role as the pick threat. Save burst for the champion that matters most, usually the one with lower mobility or holding wave pressure. If you hit the wrong target, back out and look for the next trap. Entering with no angle after Snowball—latching onto the closest target and diving straight through the enemy front line—leaves Fizz in the middle with no clean exit. Use Snowball only when you know where the squishier target is and where the retreat path will be. If stuck deep, cut to the side, force a small reset, and wait for the enemy to spend peel. Decision mistakes include forcing every fight from the front—walking up first makes the engage easy to read and punish. Use a side-lane angle, hidden approach, or moment when the enemy is busy last-hitting or throwing poke. If already shown, disappear and change angle. Starting fights when the team cannot follow—jumping in while allies are farming, healing, or walking from death—creates a lonely fight. Check who is in range; if damage follow-up is missing, play for poke, zoning, or wave control. If engaged alone, retreat and reset. Chasing low health targets through open space—tunneling on a retreating enemy into their teammates—leads to a counterburst. Stop at the edge of danger and check if the chase keeps you near cover, allies, or a clean exit. Ignoring wave state before committing—diving into a big enemy wave or while your own wave is dead—adds extra damage and traps you. Clear space first, then look for the kill. Overvaluing solo kills over fight health—spending your whole health bar for one kill—makes you too weak for the next engage. Choose a line that keeps you alive after the burst. Finally, showing too long after a failed ambush—sitting in vision after missing the first kill—lets the enemy mark your location and hold crowd control. Break vision and reset immediately for a new threat angle.

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FAQ

Fizz

FAQ

Is Fizz actually a good pick in ARAM: Mayhem? Yes, if the enemy backline has to stand still to play the fight, Fizz can take over fast. He thrives when you can wait for cooldowns, then jump on a carry who is already distracted. The tradeoff is simple: if your team has no way to start or absorb pressure, you may have to spend more time fishing for picks instead of forcing fights. What is Fizz supposed to do in this mode? Your job is to punish squishy targets, not stand in front and trade damage. If the enemy carries step too close, you threaten them with a quick burst and force spacing errors. That pressure is valuable even when you do not kill, but if you waste your dive too early, you lose your best angle and become easy to collapse on. Should I build full damage on Fizz? Usually you want burst first, because that is what lets Fizz actually threaten kills. If the enemy has strong follow-up CC or you need to survive after the jump, one safety item can be worth more than extra damage. The tradeoff is obvious: more safety means fewer instant kills, but it also keeps you alive long enough to threaten a second play.

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