ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T3 Rank #107

Volibear ARAM Mayhem Build & Best Augments

Volibear role and playstyle: baseline role is AD tank, with a core identity built around transform-based fighting. 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, speed utility, stun threat, dash mobility. Hextech augment reliance: Low to medium: the base kit is functional, while premium augments noticeably improve consistency. Execution difficulty: Low execution: straightforward patterns make the champion approachable for newer ARAM players. 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.

Volibear Volibear the Relentless Storm Tank / Mage
TierT3
Rank#107
Win Rate48.59%
Pick Rate0.41%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

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%.

Nashor's Tooth Nashor's Tooth Nashor's Tooth
Total Price
2,900
Price
500

+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.

Win Rate45.81%
Pick Rate5.70%
#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 Rate42.30%
Pick Rate3.16%
#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.

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.

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 Rate43.92%
Pick Rate1.27%

Situational itemstop 12

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.

38.64%
Nashor's Tooth Nashor's Tooth Nashor's Tooth
Total Price
2,900
Price
500

+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.

50.44%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

46.30%
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

43.04%
Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

37.23%
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.

41.97%
Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

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

35.72%
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.

47.72%
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.

42.03%
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%.

45.65%
Cosmic Drive Cosmic Drive Cosmic Drive
Total Price
3,000
Price
450

+70 Ability Power +350 Health +25 Ability Haste +4% Move Speed Spelldance: Dealing magic or true damage to champions grants Move Speed for 4 seconds.

45.84%
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%.

45.15%

Starting items

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.

42.77%
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.

38.88%
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.

38.88%
Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Total Price
1,300
Price
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

44.94%

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 Rate54.98%
Pick Rate16.76%
#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

Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.

Win Rate55.10%
Pick Rate11.02%
#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

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.

Win Rate51.08%
Pick Rate7.38%

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%.

52.95%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

52.69%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.

53.75%
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.

53.46%
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.

50.59%
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).

53.14%
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%.

51.72%
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.

50.12%
Frozen Heart Frozen Heart Frozen Heart
Total Price
2,500
Price
600

+75 Armor +400 Mana +20 Ability Haste Winter's Caress Reduce the Attack Speed of nearby champions by 20%.

50.46%
Navori Flickerblade Navori Flickerblade Navori Flickerblade
Total Price
2,650
Price
950

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.

52.26%
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.

52.60%
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

49.43%

Starting items

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

+350 Health

54.44%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

54.44%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

54.67%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

54.67%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

54.67%
Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Total Price
1,300
Price
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

51.65%

Core items

#1
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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.

Win Rate60.25%
Pick Rate16.43%
#2
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Navori Flickerblade Navori Flickerblade Navori Flickerblade
Total Price
2,650
Price
950

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.

Win Rate58.25%
Pick Rate7.24%
#3
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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.

Win Rate53.53%
Pick Rate5.92%

Situational itemstop 12

Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

56.28%
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.

56.67%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

57.56%
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.

58.55%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.

53.33%
Navori Flickerblade Navori Flickerblade Navori Flickerblade
Total Price
2,650
Price
950

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.

57.19%
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%.

48.97%
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%.

60.45%
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.

52.91%
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.

54.20%
Nashor's Tooth Nashor's Tooth Nashor's Tooth
Total Price
2,900
Price
500

+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.

55.33%
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.

53.89%

Starting items

Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Total Price
1,300
Price
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

54.45%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

63.16%
Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Total Price
1,300
Price
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

63.16%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

53.93%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

53.93%

Core items

#1
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Navori Flickerblade Navori Flickerblade Navori Flickerblade
Total Price
2,650
Price
950

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.

Win Rate51.95%
Pick Rate12.77%
#2
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.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Navori Flickerblade Navori Flickerblade Navori Flickerblade
Total Price
2,650
Price
950

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.

Win Rate49.65%
Pick Rate11.41%
#3
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

Navori Flickerblade Navori Flickerblade Navori Flickerblade
Total Price
2,650
Price
950

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate52.82%
Pick Rate10.25%

Situational itemstop 12

Navori Flickerblade Navori Flickerblade Navori Flickerblade
Total Price
2,650
Price
950

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.

52.58%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

53.19%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.

56.72%
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.

51.79%
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

52.45%
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%.

50.41%
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%.

55.56%
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.

48.35%
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.

51.44%
Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.

58.24%
Nashor's Tooth Nashor's Tooth Nashor's Tooth
Total Price
2,900
Price
500

+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.

53.88%
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.

54.94%

Starting items

Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Total Price
1,300
Price
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

54.56%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

48.65%
Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Total Price
1,300
Price
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

48.65%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

52.51%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

52.51%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
60.70%
Pick Rate
4.55%
Games
542

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

View augment details
PrismaticT160.70%4.55%542
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
56.33%
Pick Rate
6.23%
Games
742

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

View augment details
GoldT156.33%6.23%742
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
53.20%
Pick Rate
8.39%
Games
1,000

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

View augment details
SilverT153.20%8.39%1,000
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
52.70%
Pick Rate
11.97%
Games
1,427

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

View augment details
SilverT152.70%11.97%1,427
Master of Duality Master of Duality Master of Duality Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.02%
Pick Rate
5.82%
Games
694

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
PrismaticT152.02%5.82%694
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
51.70%
Pick Rate
3.94%
Games
470

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
GoldT151.70%3.94%470
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
51.53%
Pick Rate
5.47%
Games
652

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

View augment details
GoldT151.53%5.47%652
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
51.40%
Pick Rate
8.41%
Games
1,002

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

View augment details
GoldT151.40%8.41%1,002
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
51.14%
Pick Rate
12.14%
Games
1,447

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

View augment details
GoldT151.14%12.14%1,447
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.21%
Pick Rate
4.06%
Games
484

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
PrismaticT150.21%4.06%484
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
49.89%
Pick Rate
15.84%
Games
1,888

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
GoldT149.89%15.84%1,888
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
49.73%
Pick Rate
6.21%
Games
740

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
GoldT149.73%6.21%740
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
49.29%
Pick Rate
5.35%
Games
637

Gain 15% omnivamp .

View augment details
SilverT149.29%5.35%637
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
49.06%
Pick Rate
6.24%
Games
744

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

View augment details
GoldT149.06%6.24%744
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
49.02%
Pick Rate
4.72%
Games
563

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

View augment details
SilverT149.02%4.72%563
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
48.94%
Pick Rate
10.25%
Games
1,222

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

View augment details
GoldT148.94%10.25%1,222
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
48.81%
Pick Rate
4.23%
Games
504

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
GoldT148.81%4.23%504
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
48.70%
Pick Rate
4.19%
Games
499

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
PrismaticT148.70%4.19%499
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
48.58%
Pick Rate
3.85%
Games
459

Grants 20% heal and shield power .

View augment details
SilverT148.58%3.85%459
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
48.14%
Pick Rate
5.65%
Games
673

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
PrismaticT148.14%5.65%673
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
48.02%
Pick Rate
5.09%
Games
606

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

View augment details
GoldT148.02%5.09%606
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
47.61%
Pick Rate
12.28%
Games
1,464

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

View augment details
GoldT147.61%12.28%1,464
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.43%
Pick Rate
7.66%
Games
913

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

View augment details
PrismaticT147.43%7.66%913
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
47.18%
Pick Rate
7.43%
Games
886

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
GoldT147.18%7.43%886
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
46.90%
Pick Rate
5.14%
Games
612

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

View augment details
GoldT146.90%5.14%612
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
45.77%
Pick Rate
5.65%
Games
673

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

View augment details
GoldT145.77%5.65%673
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
43.49%
Pick Rate
4.51%
Games
538

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT143.49%4.51%538
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
63.16%
Pick Rate
1.75%
Games
209

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

View augment details
PrismaticT263.16%1.75%209
Quest: Icathia's Fall Quest: Icathia's Fall Quest: Icathia's Fall Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
59.66%
Pick Rate
2.95%
Games
352

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
PrismaticT259.66%2.95%352
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
58.09%
Pick Rate
2.02%
Games
241

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

View augment details
PrismaticT258.09%2.02%241
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
57.52%
Pick Rate
2.23%
Games
266

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
SilverT257.52%2.23%266
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
55.93%
Pick Rate
2.27%
Games
270

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
GoldT255.93%2.27%270
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
55.52%
Pick Rate
3.04%
Games
362

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

View augment details
SilverT255.52%3.04%362
Upgrade Thornmail Upgrade Thornmail Upgrade Thornmail Silver
Rarity
Silver
Tier
T3
Win Rate
53.82%
Pick Rate
2.63%
Games
314

Upgrades Bramble Vest and Thornmail , empowering Thorns to generate a protective shell around you. The shell is broken by the next enemy champion to use a basic attack on-hit against you, which causes them to take 50 – 250 (based on level) (+ 30% armor) (+ 30% magic resistance) (+ 12% maximum health) magic damage . Shell regenerates after 20 – 5 (based on level) seconds of being out-of-combat with enemy champions.

View augment details
SilverT253.82%2.63%314
Circle of Death Circle of Death Circle of Death Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.73%
Pick Rate
2.14%
Games
255

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

View augment details
PrismaticT253.73%2.14%255
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
53.24%
Pick Rate
2.98%
Games
355

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

View augment details
GoldT253.24%2.98%355
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
52.48%
Pick Rate
2.37%
Games
282

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
GoldT252.48%2.37%282
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
51.25%
Pick Rate
2.01%
Games
240

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
GoldT251.25%2.01%240
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.49%
Pick Rate
2.59%
Games
309

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
PrismaticT250.49%2.59%309
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.27%
Pick Rate
3.07%
Games
366

Basic attacks on-hit deal ( 20 – 40 / 10 – 20) (based on level) (+ ( 25% / 20%) bonus armor) bonus true damage . Additionally, gain 50% bonus attack speed .

View augment details
PrismaticT250.27%3.07%366
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
49.81%
Pick Rate
2.16%
Games
257

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
GoldT249.81%2.16%257
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
49.69%
Pick Rate
2.67%
Games
318

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
GoldT249.69%2.67%318
Mighty Shield Mighty Shield Mighty Shield Silver
Rarity
Silver
Tier
T5
Win Rate
49.62%
Pick Rate
2.18%
Games
260

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

View augment details
SilverT249.62%2.18%260
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
49.59%
Pick Rate
2.05%
Games
244

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

View augment details
SilverT249.59%2.05%244
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
48.67%
Pick Rate
1.90%
Games
226

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

View augment details
SilverT248.67%1.90%226
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
48.28%
Pick Rate
1.95%
Games
232

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

View augment details
SilverT248.28%1.95%232
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
48.13%
Pick Rate
1.80%
Games
214

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

View augment details
GoldT248.13%1.80%214
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
47.73%
Pick Rate
2.22%
Games
264

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
GoldT247.73%2.22%264
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
47.42%
Pick Rate
2.60%
Games
310

Grants 60 ability haste .

View augment details
GoldT247.42%2.60%310
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
47.38%
Pick Rate
3.52%
Games
420

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
SilverT247.38%3.52%420
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
46.92%
Pick Rate
3.54%
Games
422

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
GoldT246.92%3.54%422
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
46.80%
Pick Rate
2.10%
Games
250

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

View augment details
GoldT246.80%2.10%250
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.78%
Pick Rate
3.00%
Games
357

Immobilizing or grounding an enemy champion grants a shield for 3 seconds that absorbs 150 – 450 (based on level) (+ 4% maximum health) damage (5 second cooldown per cast instance ). Shields can stack between multiple triggers of this effect, though not refreshing the duration of previous shields.

View augment details
PrismaticT246.78%3.00%357
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
46.64%
Pick Rate
2.50%
Games
298

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
SilverT246.64%2.50%298
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.33%
Pick Rate
1.83%
Games
218

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT246.33%1.83%218
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
45.45%
Pick Rate
2.86%
Games
341

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
SilverT245.45%2.86%341
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
45.36%
Pick Rate
2.44%
Games
291

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT245.36%2.44%291
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
45.31%
Pick Rate
2.15%
Games
256

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
GoldT245.31%2.15%256
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
45.30%
Pick Rate
2.50%
Games
298

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

View augment details
SilverT245.30%2.50%298
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
44.93%
Pick Rate
2.32%
Games
276

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
GoldT244.93%2.32%276
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
44.86%
Pick Rate
2.94%
Games
350

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

View augment details
GoldT244.86%2.94%350
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
44.49%
Pick Rate
2.06%
Games
245

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

View augment details
SilverT244.49%2.06%245
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
44.33%
Pick Rate
2.52%
Games
300

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

View augment details
GoldT244.33%2.52%300
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
44.31%
Pick Rate
2.73%
Games
325

Grants 18% armor penetration and magic penetration .

View augment details
GoldT244.31%2.73%325
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
44.19%
Pick Rate
1.80%
Games
215

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
SilverT244.19%1.80%215
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
44.05%
Pick Rate
2.11%
Games
252

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

View augment details
GoldT244.05%2.11%252
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
43.97%
Pick Rate
2.16%
Games
257

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
GoldT243.97%2.16%257
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
43.12%
Pick Rate
2.26%
Games
269

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
SilverT243.12%2.26%269
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
42.91%
Pick Rate
2.25%
Games
268

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
GoldT242.91%2.25%268
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
42.86%
Pick Rate
1.76%
Games
210

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
GoldT242.86%1.76%210
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.51%
Pick Rate
1.74%
Games
207

Gain 25% (+ 35% per 100 bonus armor) (+ 35% per 100 bonus magic resistance) heal and shield power .

View augment details
PrismaticT242.51%1.74%207
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
41.96%
Pick Rate
1.88%
Games
224

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

View augment details
GoldT241.96%1.88%224
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
40.17%
Pick Rate
1.92%
Games
229

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
PrismaticT240.17%1.92%229
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
59.00%
Pick Rate
1.68%
Games
200

Gain 2 Stat Anvils .

View augment details
SilverT359.00%1.68%200
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
56.46%
Pick Rate
1.23%
Games
147

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

View augment details
PrismaticT356.46%1.23%147
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
54.25%
Pick Rate
1.28%
Games
153

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

View augment details
GoldT354.25%1.28%153
Upgrade Sheen Upgrade Sheen Upgrade Sheen Gold
Rarity
Gold
Tier
T4
Win Rate
54.02%
Pick Rate
1.46%
Games
174

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
GoldT354.02%1.46%174
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
52.80%
Pick Rate
1.35%
Games
161

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.

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GoldT352.80%1.35%161
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
52.71%
Pick Rate
1.70%
Games
203

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

View augment details
GoldT352.71%1.70%203
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
51.87%
Pick Rate
1.57%
Games
187

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

View augment details
SilverT351.87%1.57%187
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
51.60%
Pick Rate
1.58%
Games
188

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
SilverT351.60%1.58%188
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
50.91%
Pick Rate
1.38%
Games
165

Grants 50% critical strike chance .

View augment details
GoldT350.91%1.38%165
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.82%
Pick Rate
1.02%
Games
122

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
PrismaticT350.82%1.02%122
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.37%
Pick Rate
1.13%
Games
135

Gain ability haste equal to 30% AP .

View augment details
PrismaticT350.37%1.13%135
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
50.00%
Pick Rate
1.29%
Games
154

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
SilverT350.00%1.29%154
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
50.00%
Pick Rate
1.19%
Games
142

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

View augment details
GoldT350.00%1.19%142
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
50.00%
Pick Rate
1.02%
Games
122

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
SilverT350.00%1.02%122
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.72%
Pick Rate
1.50%
Games
179

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

View augment details
PrismaticT349.72%1.50%179
Windspeaker's Blessing Windspeaker's Blessing Windspeaker's Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.32%
Pick Rate
1.23%
Games
146

Your or allies' heals and shields on yourself, or your heals and shields on allies, grant the target 30 – 60 (based on level) bonus armor and bonus magic resistance for 3 seconds.

View augment details
PrismaticT349.32%1.23%146
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
49.14%
Pick Rate
1.47%
Games
175

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
SilverT349.14%1.47%175
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.80%
Pick Rate
1.05%
Games
125

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.

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PrismaticT348.80%1.05%125
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
48.53%
Pick Rate
1.71%
Games
204

Gain 1750 upon acquiring this augment.

View augment details
GoldT348.53%1.71%204
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
48.33%
Pick Rate
1.51%
Games
180

Grants 60% bonus attack speed .

View augment details
SilverT348.33%1.51%180
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
48.26%
Pick Rate
1.44%
Games
172

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

View augment details
SilverT348.26%1.44%172
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
47.97%
Pick Rate
1.03%
Games
123

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

View augment details
GoldT347.97%1.03%123
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
47.56%
Pick Rate
1.38%
Games
164

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

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SilverT347.56%1.38%164
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
47.16%
Pick Rate
1.48%
Games
176

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT347.16%1.48%176
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
46.90%
Pick Rate
1.22%
Games
145

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
SilverT346.90%1.22%145
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
46.58%
Pick Rate
1.23%
Games
146

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

View augment details
PrismaticT346.58%1.23%146
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
46.41%
Pick Rate
1.28%
Games
153

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT346.41%1.28%153
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
46.28%
Pick Rate
1.58%
Games
188

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
SilverT346.28%1.58%188
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.65%
Pick Rate
1.54%
Games
184

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
PrismaticT345.65%1.54%184
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
45.45%
Pick Rate
1.20%
Games
143

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
PrismaticT345.45%1.20%143
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
44.68%
Pick Rate
1.18%
Games
141

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
SilverT344.68%1.18%141
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
43.64%
Pick Rate
1.38%
Games
165

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

View augment details
GoldT343.64%1.38%165
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
42.46%
Pick Rate
1.50%
Games
179

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
GoldT342.46%1.50%179
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
40.12%
Pick Rate
1.40%
Games
167

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT340.12%1.40%167
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
39.22%
Pick Rate
1.28%
Games
153

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

View augment details
SilverT339.22%1.28%153
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
38.13%
Pick Rate
1.17%
Games
139

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
PrismaticT338.13%1.17%139
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
37.87%
Pick Rate
1.42%
Games
169

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

View augment details
GoldT337.87%1.42%169
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
35.11%
Pick Rate
1.10%
Games
131

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
PrismaticT335.11%1.10%131
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
59.68%
Pick Rate
0.52%
Games
62

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
PrismaticT459.68%0.52%62
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
57.81%
Pick Rate
0.54%
Games
64

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
GoldT457.81%0.54%64
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
57.38%
Pick Rate
0.51%
Games
61

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT457.38%0.51%61
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
57.14%
Pick Rate
0.59%
Games
70

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

View augment details
PrismaticT457.14%0.59%70
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
54.37%
Pick Rate
0.86%
Games
103

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
GoldT454.37%0.86%103
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
54.02%
Pick Rate
0.73%
Games
87

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
GoldT454.02%0.73%87
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.50%
Pick Rate
0.67%
Games
80

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
PrismaticT452.50%0.67%80
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.38%
Pick Rate
0.88%
Games
105

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
PrismaticT452.38%0.88%105
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
51.52%
Pick Rate
0.83%
Games
99

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
SilverT451.52%0.83%99
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.43%
Pick Rate
0.97%
Games
115

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

View augment details
PrismaticT450.43%0.97%115
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.00%
Pick Rate
0.81%
Games
96

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
PrismaticT450.00%0.81%96
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.52%
Pick Rate
0.88%
Games
105

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
PrismaticT449.52%0.88%105
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.50%
Pick Rate
0.85%
Games
101

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
PrismaticT449.50%0.85%101
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
48.75%
Pick Rate
0.67%
Games
80

Increases attack damage by 20% .

View augment details
SilverT448.75%0.67%80
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.65%
Pick Rate
0.93%
Games
111

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
PrismaticT448.65%0.93%111
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
48.53%
Pick Rate
0.57%
Games
68

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT448.53%0.57%68
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.35%
Pick Rate
0.76%
Games
91

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
PrismaticT448.35%0.76%91
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
48.15%
Pick Rate
0.68%
Games
81

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT448.15%0.68%81
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.08%
Pick Rate
0.87%
Games
104

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
PrismaticT448.08%0.87%104
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
46.55%
Pick Rate
0.49%
Games
58

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

View augment details
SilverT446.55%0.49%58
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
46.32%
Pick Rate
0.80%
Games
95

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
GoldT446.32%0.80%95
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.27%
Pick Rate
0.56%
Games
67

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

View augment details
PrismaticT446.27%0.56%67
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.71%
Pick Rate
0.59%
Games
70

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
PrismaticT445.71%0.59%70
Stuck in Here With Me Stuck in Here With Me Stuck in Here With Me Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.71%
Pick Rate
0.59%
Games
70

Casting your ultimate ability grants you an aura for 2 seconds, growing in size over the duration to up to 500 units. After the duration, you taunt all enemies within the aura for 2 seconds and gain 50% damage reduction for the same duration (30 second cooldown). Additionally, gain 30 ultimate haste. Aura is activated once the ultimate's effect starts or has elapsed.

View augment details
PrismaticT445.71%0.59%70
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
45.45%
Pick Rate
0.65%
Games
77

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
SilverT445.45%0.65%77
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
45.00%
Pick Rate
0.50%
Games
60

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
SilverT445.00%0.50%60
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
44.90%
Pick Rate
0.82%
Games
98

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

View augment details
SilverT444.90%0.82%98
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.58%
Pick Rate
0.70%
Games
83

Grants 3 random Dragon Souls .

View augment details
PrismaticT444.58%0.70%83
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
44.26%
Pick Rate
0.51%
Games
61

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
SilverT444.26%0.51%61
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
43.93%
Pick Rate
0.90%
Games
107

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
GoldT443.93%0.90%107
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
43.75%
Pick Rate
0.94%
Games
112

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
GoldT443.75%0.94%112
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.36%
Pick Rate
0.95%
Games
113

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

View augment details
PrismaticT443.36%0.95%113
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
43.10%
Pick Rate
0.49%
Games
58

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
GoldT443.10%0.49%58
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
42.19%
Pick Rate
0.54%
Games
64

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

View augment details
SilverT442.19%0.54%64
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
41.67%
Pick Rate
0.60%
Games
72

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT441.67%0.60%72
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
41.67%
Pick Rate
0.60%
Games
72

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

View augment details
SilverT441.67%0.60%72
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
39.66%
Pick Rate
0.49%
Games
58

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

View augment details
PrismaticT439.66%0.49%58
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
39.45%
Pick Rate
0.91%
Games
109

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

View augment details
GoldT439.45%0.91%109
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
37.65%
Pick Rate
0.71%
Games
85

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

View augment details
PrismaticT437.65%0.71%85
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
37.31%
Pick Rate
0.56%
Games
67

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

View augment details
PrismaticT437.31%0.56%67
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
46.43%
Pick Rate
0.47%
Games
56

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

View augment details
SilverT546.43%0.47%56
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
46.30%
Pick Rate
0.45%
Games
54

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
SilverT546.30%0.45%54
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
41.18%
Pick Rate
0.43%
Games
51

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

View augment details
SilverT541.18%0.43%51
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
40.35%
Pick Rate
0.48%
Games
57

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
PrismaticT540.35%0.48%57

Volibear Skill Combos

Extracted from the skill order guide

Skill Order
RWQE

Normal order: R > W > Q > E.

RWEQ

Use R > W > E > Q when fights are decided by poke, shields, and zone control before anyone fully commits.

RQWE

Engage, movement, chase, or Snowball-style augments: consider R > Q > W > E or take three early points in W, then finish Q.

REWQ

Shield, area control, poke-resistance, or magic-damage leaning augments: use R > E > W > Q only when you are not allowed to brawl early.

Volibear Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Volibear counters these champions in ARAM: Mayhem.

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

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

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

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

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

Kog'Maw Kog'Maw Kog'Maw T2
Tier
T2
Rank
#72
Win Rate
51.01%
Pick Rate
0.61%

Kog'Maw is a backline damage dealer who wins by staying alive long enough to melt everything in front of him. He is picked as a scaling marksman or poke carry, depending on build and augments, with a simple job: hit safely, punish enemies who walk too far forward, and turn extended fights into a damage check they cannot pass. His signature pattern is spacing around his empowered attacks and long-range artillery. In ARAM: Mayhem, fights start faster and threats reach him more often, so Kog'Maw needs protection, clean positioning, and smart augment choices more than ever. If your team can buy him a few seconds, he becomes a brutal front-to-back carry; if he gets rushed without peel, he can disappear before his damage matters. View champion guide

Read counter details

Countered By

5

Volibear is countered by these champions in ARAM: Mayhem.

Vayne Vayne Vayne T1
Tier
T1
Rank
#7
Win Rate
54.56%
Pick Rate
0.94%

Vayne is a short-ranged marksman built for duels, tank killing, and late-fight cleanups. Her pattern is simple to understand but hard to play well: keep moving, land repeated attacks on the same target, use Tumble to dodge or chase, and punish enemies who stand near walls with Condemn. She is not a safe poke champion. She wants space, patience, and a good moment to turn the fight. In ARAM: Mayhem, Vayne is sharper but riskier. The constant brawling gives her plenty of targets to shred, and augments can help cover her usual weaknesses with more damage, mobility, or survival. The problem is that the map is crowded and engage comes fast, so one bad step can get her deleted before she deals damage. Play her like a hunter, not a turret: wait for key crowd control to miss, kite from the edge, then commit when the enemy front line is stuck chasing you. View champion guide

Janna Janna Janna T2
Tier
T2
Rank
#25
Win Rate
51.90%
Pick Rate
0.45%

Janna is a defensive enchanter who wins fights by denying the enemy’s engage, shielding the right carry, and turning messy brawls into clean retreats or re-engages. Her signature pattern is simple: stay just behind the frontline, interrupt dives with wind control, then use her healing and disengage to reset the fight when opponents overcommit.In ARAM: Mayhem, Janna is less about sitting back forever and more about reacting fast in constant skirmishes. The single-lane pressure gives her plenty of chances to punish predictable dashes, protect low-health allies, and save teammates from bad trades. She is entry-level friendly if you focus on one job first: keep your damage dealers alive, and only step forward when your team can immediately punish. 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

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

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

Anivia Anivia Anivia T4
Tier
T4
Rank
#147
Win Rate
47.07%
Pick Rate
0.51%

Anivia is a control mage who defines teamfights through zone control, terrain manipulation, and sustained damage. She acts as a defensive anchor, turning narrow ARAM bridges into death traps with her crowd control and area denial. Her signature pattern revolves around Glacial Storm (R). She creates a large damaging zone that slows enemies and amplifies her other abilities. In standard modes, she struggles with mana costs and early game fragility. ARAM: Mayhem removes most of those weaknesses. Accelerated gold and experience let her reach her power spike faster, while constant fighting plays directly into her teamfight-focused kit. The Mayhem environment shifts her role slightly. She becomes a sustained damage dealer who can fish for picks more aggressively. The reduced penalty for dying means she can use her passive, Rebirth, as a strategic tool rather than a desperate last resort. She still plays as a backline controller, but she can take risks that would be suicidal on Summoner's Rift. View champion guide

Read counter details

Volibear Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
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

Orianna / Lulu-style enchanter or ball carrier support

Volibear is a natural delivery system for buffs because he commits his body into the enemy team. If an ally can shield, speed him up, or attach a zone of threat to him, his engage becomes much harder to kite and much more punishing to ignore.

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

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

Zyra Zyra Zyra T1
Tier
T1
Rank
#16
Win Rate
53.66%
Pick Rate
0.82%

Zyra is a zone-control mage who turns small spaces into a trap. She fights by dropping seeds, growing plants, and forcing enemies to walk through constant poke and bad angles. Her whole pattern is simple: set the ground first, then punish anyone who stays in your space too long. In ARAM: Mayhem, that style gets even better because fights are cramped and messy. Zyra loves grouped enemies, long standoffs, and opponents who cannot reset cleanly. Stay back, build your setup around choke points, and let the enemy walk into your plants. If they reach you first, you are still fragile, so spacing is what keeps you alive and lets your damage take over. View champion guide

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

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

Miss Fortune / Brand / Zyra-style area damage follow-up

Volibear makes enemies clump or choose bad paths. When he dives, the enemy team often collapses inward to peel, or they retreat in a straight line through the lane. Area damage champions punish both reactions.

Ashe Ashe Ashe T2
Tier
T2
Rank
#24
Win Rate
51.83%
Pick Rate
1.23%

Ashe is a utility marksman who wins fights by slowing targets, checking space, and setting up picks before the brawl fully starts. Her basic pattern is simple: keep enemies tagged with Frost, punish anyone who steps too far forward, and use her long-range engage to start clean fights for your team. In ARAM: Mayhem, Ashe is less about quiet lane control and more about constant teamfight value. The single-lane map makes her poke, vision control, and slows easy to apply, but it also means divers and hard engage reach her faster. Play her like a backline caller: soften enemies, create catches, follow allied crowd control, and reposition early whenever the fight turns messy. 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

Ashe / Varus / Jhin-style long-range catch marksman

Volibear loves when someone else forces the enemy to stand still first. Long-range catch gives him a cleaner entry, and his own lockdown gives these marksmen safer follow-up shots. The pairing also solves one of his common problems: reaching slippery targets without spending everything just to touch them.

Galio Galio Galio T1
Tier
T1
Rank
#13
Win Rate
53.55%
Pick Rate
0.67%

Galio is a frontline mage-tank who wins fights by stepping into the middle of them. He brings reliable engage, area control, peel, and a big teamfight entrance, making him a strong pick when your team needs someone to start the brawl and absorb pressure. His signature pattern is simple: look for grouped enemies, charge in with crowd control, force them to hit you or back off, then let your carries free-fire while the fight is disrupted. He is especially good when allies can follow his engage quickly, because Galio creates messy moments where hesitation gets punished. In ARAM: Mayhem, Galio’s job becomes more direct. Fights happen often, teams stack close together, and augments can make engages more explosive. Play him as a fight starter and bodyguard: start when your team is in range, peel when an assassin dives your backline, and do not waste your entrance on a fight your teammates cannot reach. 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

Neeko Neeko Neeko T5
Tier
T5
Rank
#159
Win Rate
45.87%
Pick Rate
0.61%

Neeko the Curious Chameleon Neeko is a deceptive mage who blends disruption with burst damage. She excels at starting fights and confusing enemies with her passive disguise, then locking down multiple targets with her ultimate. In ARAM: Mayhem, her ability to engage from unexpected angles becomes far more dangerous. Her signature pattern is simple: disguise as an ally, position aggressively, then unleash her full combo. Enemies who fail to track her true location get caught in devastating crowd control. The constant fighting in Mayhem gives her frequent opportunities to land game-changing ultimates. What changes in Mayhem is the pace and payoff. Faster gold and experience let her reach her power spike earlier. Enhanced ability haste and the Mayhem augment system amplify her engage potential, making her a premier teamfight controller. Her passive, often niche on Summoner's Rift, becomes a genuine threat when she can disguise as a diving ally and follow up instantly. View champion guide

Galio / Neeko / Amumu-style secondary engage and layered crowd control

Volibear is threatening as the first body in, but he becomes much harder to answer when a second engager arrives as the enemy commits peel. Layered crowd control stops the enemy from simply kiting backward after his initial contact.

Kayle Kayle Kayle T1
Tier
T1
Rank
#9
Win Rate
54.59%
Pick Rate
0.66%

Kayle is a scaling ranged carry who starts fragile and becomes a serious late-fight threat once she has time, levels, and items. Her pattern is simple: play safely early, take clean trades when enemies waste engage tools, then turn fights with sustained damage and her protective ultimate. She is not a front liner, so good positioning matters more than flashy mechanics. In ARAM: Mayhem, Kayle’s ceiling is high but the early game is less forgiving. Constant teamfights mean she cannot quietly farm forever, and aggressive teams will try to punish her before she comes online. Use teammates, minion waves, and Snowball pressure as shields until you reach your stronger form. Once the game opens up, Kayle rewards patient spacing: hit whoever steps too close, save your ultimate for the ally or self-cast that actually wins the fight, and let extended brawls turn into your damage window. View champion guide

Kog'Maw Kog'Maw Kog'Maw T2
Tier
T2
Rank
#72
Win Rate
51.01%
Pick Rate
0.61%

Kog'Maw is a backline damage dealer who wins by staying alive long enough to melt everything in front of him. He is picked as a scaling marksman or poke carry, depending on build and augments, with a simple job: hit safely, punish enemies who walk too far forward, and turn extended fights into a damage check they cannot pass. His signature pattern is spacing around his empowered attacks and long-range artillery. In ARAM: Mayhem, fights start faster and threats reach him more often, so Kog'Maw needs protection, clean positioning, and smart augment choices more than ever. If your team can buy him a few seconds, he becomes a brutal front-to-back carry; if he gets rushed without peel, he can disappear before his damage matters. View champion guide

Cassiopeia Cassiopeia Cassiopeia T3
Tier
T3
Rank
#119
Win Rate
49.21%
Pick Rate
0.38%

Cassiopeia the Serpent's Embrace Cassiopeia is a battle-mage who dominates the mid-line through sustained damage and zone control. She does not use boots and instead gains passive movement speed per level, which matters more in a single-lane format where positioning is everything. Her identity revolves around poison application and Noxious Touch, a mechanic that lets her Twin Fang spam on poisoned targets for heavy damage and healing. In ARAM: Mayhem, she becomes a lane bully with near-constant uptime on her ground effect and ultimate. The accelerated gold and experience curve covers her item power spikes faster than on Summoner's Rift, letting her reach her late-game "machine gun" state earlier. She excels at punishing melee engages and locking down narrow corridors, but she struggles against long-range poke and hard engage that bypasses her Petrifying Gaze. View champion guide

Kayle / Kog'Maw / Cassiopeia-style sustained damage carry

Volibear is excellent at buying time and creating a messy frontline. Sustained carries need exactly that: someone who makes enemies hit the wrong target, blocks divers, and keeps the fight in one area long enough for repeated damage to win.

Volibear ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityVolibear plays as a patient frontline bruiser who absorbs poke, threatens short trades with Q, and waits for clear engage opportunities through Snowball or Flash access.He becomes a pressure engine who forces fights more often, testing enemy peel and looking for windows to start chaotic brawls rather than waiting for enemies to approach.Shift from patient wall to active pressure engine that forces repeated enemy checks.
Engage WindowsVolibear often waits for one clean Snowball, one enemy misstep, or one allied engage before committing to reach the backline and start fighting.Faster pace and augments give more ways to start and re-enter fights, but punishment for bad engages is harsher due to stronger enemy peel and burst.Commit more often but verify ally range and enemy peel before taking Snowball.
Q Usage DisciplineQ is held until Snowball lands or an enemy carry steps too far forward, used as a calculated engage threat rather than a spam ability.Walk forward first when your team can follow, then use Q after enemies spend their first disengage. Do not sprint at the first target seen.Use Q after enemy disengage is spent, not on cooldown into obvious peel.
W Target SelectionVolibear can brawl the nearest tank because fights are slower and front-to-back trading is common and sustainable.Targets swap faster and burst is higher. Pick a realistic target and stick to it: divers on your carry, bruisers in your team, or carries with no escape.Maintain target discipline or lose extended-fight value from chasing swaps.
Ultimate PurposeR is often used for tower diving or as a finisher when enemies are low near their structure, creating clear go-now moments.Treat R as backline access, dodge tool, or fight-splitting ability. Use it to start chaos and break formation, not just as a finisher.Use R to start fights and split enemy formation, not only to finish low targets.
Augment AdaptationItem and rune choices define most of Volibear's game plan, with default tank-bruiser builds working reliably across most games.Augments push him into different versions: durability builds for sustained brawling, engage augments for scarier starts, or damage when another frontline exists.Build around the fight pattern your augment creates rather than defaulting every game.

Champion Analysis

Role / Current performance

Overview

Volibear the Relentless Storm serves as a tank engager and melee fighter in ARAM: Mayhem, excelling at diving enemy backlines with devastating impact. His primary strategic value lies in his ability to initiate fights and disrupt enemy formations through powerful engagement tools. Volibear's core advantage is his Q ability, Thundering Smash, which dashes him forward and flips enemies in his path, making it an excellent engage tool in the single-lane format. Players should use Q to dash toward the enemy backline, flipping enemies to set up follow-up damage from teammates. His damage pattern combines engagement utility with substantial single-target damage output. The W ability, Frenzied Maul, deals massive single-target damage, making it ideal for biting priority targets after engaging. Volibear's E ability, Sky Splitter, provides AoE slow utility, adding crowd control to his kit beyond the flip mechanic. His ultimate, Stormbringer, transforms Volibear into a massive lightning bear with AoE lightning on his auto-attacks, providing damage amplification during teamfights. Players should activate R during teamfights to maximize enhanced damage output. Volibear's positioning requirements reflect his role as a melee tank engager. He must fight in melee range to be effective, which creates inherent risks in his play pattern. His strengths include powerful Q engage, high W single-target damage, R damage amplification, and high tankiness. However, these advantages come with significant weaknesses that players must navigate. Volibear has no mobility outside of his Q dash, slow movement speed, no sustain, and the mandatory requirement to fight in melee range. These limitations mean that Volibear must commit fully once he engages, as he lacks tools to disengage or reposition quickly. The practical strategic value of Volibear in ARAM: Mayhem centers on his ability to force fights and create opportunities for his team. His combination of engagement, crowd control, and damage makes him effective at disrupting enemy backlines and isolating priority targets. Players must weigh his strong initiation potential against his vulnerability to kiting and lack of self-sustain. Success with Volibear requires recognizing when to commit to an engage, as his limited mobility means poor engagements can leave him stranded without escape options. His tankiness allows him to survive the initial engagement, but players should coordinate with teammates to ensure follow-up damage capitalizes on the disruption he creates.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Volibear wins in ARAM: Mayhem by turning the narrow lane into a forced brawl rather than playing as a poke champion. He should look for moments when enemies have used their main peel, dash, or crowd control abilities, then walk up with his team close enough to follow and threaten the stun. Engage should start from pressure, not desperation. If the minion wave is alive or the team has chipped the enemy frontline, Volibear can move forward and force someone to answer. Engaging while the wave is dead and the backline is still clearing usually results in eating every spell first while the team arrives late. Snowball helps Volibear skip the worst part of being kited before reaching his first target. He should throw it after enemy waveclear or poke is used, not while enemies are holding spells. The mark itself creates panic, so waiting a beat before dashing can split enemy formation. Volibear should take the dash when a target burns mobility, steps away from peel, or walks into his team's skillshots. Snowball also serves as a dodge tool when a dangerous spell is about to land, provided the landing spot is safer. Volibear excels at counter-engage when enemies dive too deep. If an assassin or bruiser jumps onto a carry, he should turn immediately, stun the diver, and keep hitting the marked target instead of chasing the backline. He should stand slightly in front of his carry when enemies have hard engage, close enough to intercept but not so far forward that he gets crowd controlled before the fight starts. He must save his biggest commit when enemy dive is already locked in rather than using everything first and letting mobile champions sidestep and re-enter. In narrow-lane spacing, Volibear should not stack directly on carries. Standing diagonally forward allows him to threaten engage while leaving room for his backline to dodge. Playing near one wall forces enemies to choose between aiming at him or past him. He must respect anti-engage zones and avoid sprinting through obvious chokes unless key spells are down. Target priority means hitting the target the team can kill, not always the one Volibear wants. A low-mobility mage one step too far forward is better than a full-health carry with defensive tools ready. Against double frontline, he should punish the front tank only if isolated, otherwise forcing the tank backward and switching when a carry steps up. When behind, Volibear should stop forcing long chases and instead play as a counter-engage bruiser who guards carries and punishes divers. He should build fights around enemy mistakes, waiting for a carry to step past their frontline or a diver to enter without backup. His job when behind is to buy one winning window by peeling first, surviving enemy engage, then turning when they overextend. Volibear does not need to look pretty in a losing game; he needs one messy brawl where the enemy steps too close and cannot reset.

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Playstyle Guide

Playstyle / Team structure

Play guide

Volibear the Relentless Storm operates as a front-line threat who controls space through calculated pressure rather than blind aggression. In the early levels, his primary goal is arriving at level 6 with sufficient health and lane control to start real fights. He should position slightly ahead of carries when teammates can follow, then fall back into the wave against stronger poke or crowd control. Short trades around the minion wave are optimal, stepping forward when enemies waste key abilities on the wave. Snowball should punish oversteps rather than start hopeless dives, and recasting onto a tank while the enemy backline remains untouched often turns Volibear into free damage. During mid levels, Volibear reaches his most reliable window. He must stand close enough to threaten engages while remaining in range for ally support. The focus shifts from small trades to one clean contact that breaks enemy formation. Target selection matters more than tunneling the farthest carry; hitting the first high-value target your team can damage often wins fights by causing formation collapse. Ultimate usage should force commitment or cross danger zones after fights start, not launch from distances that allow enemies to simply walk away. Late game demands patience and precision. One bad engage can lose the map, so Volibear must threaten without becoming isolated. Standing in the front pocket of his team, using brush and minion cover to hide engage timing, prevents predictable kiting. Snowball becomes a fight contract that requires the right target and team readiness before commitment. Ultimate should be saved for moments that decide fights, whether starting clean engagements when ahead or counter-engaging when behind. Augment selection shapes playstyle throughout the game. Durability and healing power allows starting fights and absorbing initial damage. Movement power enables side angles and punishment of low-mobility champions. Damage power works best when entering second after someone else absorbs crowd control. Push or stall decisions depend on team health, ultimate availability, and enemy waveclear strength. When ahead, Volibear chains pressure and zones enemies from minions. When behind, he transitions from primary initiator to counter-engage bruiser, standing atop carries and punishing divers who overextend. The fundamental principle across all stages remains consistent: make fights simple with one target, full commitment, then roll the lane forward.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Volibear the Relentless Storm excels as a front-line presence who controls where fights happen rather than a diver chasing backline kills alone. His core strength lies in forcing enemies to expend poke, crowd control, and movement abilities on his health bar while carries remain untouched, creating winning exchanges through resource attrition. When ahead, Volibear should stand forward enough to demand responses, trigger engages when enemy carries overstep or use mobility early, and bait disengage tools before committing his ultimate. His durability, healing, and repeated W trades make him superior in extended fights where he stays connected to marked targets rather than constantly swapping focus. The critical ahead pattern involves using health as a resource without chasing past team spell range, engaging only where backline partners can hit the same target immediately. Volibear grows leads by making enemies show peel tools on fake engages, then taking the second angle when those premium abilities are spent. Augments covering approach problems like movement, slow resistance, or tenacity allow safer engagement distances, while damage-focused augments require more selectivity since damage Volibear still dies entering before his team. Protecting shutdowns matters more than hunting additional low-health targets, and ahead Volibear can bodyguard carries effectively by turning on enemy divers rather than continuing forward. When behind, Volibear cannot survive first rotations against anti-heal, percent damage, or chain crowd control, requiring a role shift toward absorbing only survivable damage and punishing overextension. He should avoid standing center-lane eating free poke, instead playing behind minions or near brush to step forward only when carries can trade back. Counter-engage becomes superior to first engage against stronger ranged comps with disengage, as Volibear performs better when enemies move into him rather than running through five champions. Taking lonely Snowballs when teammates are distant creates easy enemy kills, so behind Volibear must verify immediate follow-up exists before committing. Recovery augments change the action plan significantly. Movement and tenacity options reduce health lost before contact but do not make bad dives good. Shield, damage reduction, and healing amplification allow drawing cooldowns then pulling back while team fires. Damage-only augments require playing as a punish bruiser who hides commitment until targets are controlled or separated. Heavy anti-heal or burn damage demands shorter trades rather than extended sustain attempts. Unrecoverable fights come from ultimating into full-health teams while carries clear waves, chasing through multiple slows after targets escape, re-entering at low health against ready crowd control, taking 4v5 engages while down teammates, or abandoning carries against assassins to chase enemy carries. The fundamental rule distinguishes ahead Volibear making enemies spend tools early and converting panic into controlled engages from behind Volibear forcing enemies forward, punishing mistakes, and committing deep only when augments, cooldowns, and teammate position indicate recoverability.

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Champion Background

Lore / Identity / Text block

Background copy

Volibear the Relentless Storm is a sustained-damage brawler whose identity in ARAM: Mayhem centers on building and maintaining attack rhythm through his passive, then forcing extended fights where his abilities chain together. His passive, The Relentless Storm, defines his playstyle: he grows stronger the longer he keeps hitting targets, spreading magic damage to nearby enemies once fully charged. This makes pre-fight preparation essential, as entering an engage with passive already active transforms his damage output. In Mayhem's crowded, constant-fight environment, Volibear thrives when he can maintain contact with targets, but he struggles against teams that can kite, disengage, or break his attack rhythm. Q, Thundering Smash, serves as Volibear's primary engagement and access tool, letting him close distance and pin a target in place. However, Q requires careful timing because wasting it leaves him in his weakest state: walking toward enemies without leverage. The ability works best when enemies have already spent their escapes or peel tools. W, Frenzied Maul, rewards target discipline by marking an enemy for stronger follow-up damage, creating incentive to stay on one target rather than switching randomly. The challenge lies in choosing a target Volibear can actually reach repeatedly, not just the highest-priority carry. E, Sky Splitter, adds zone control and durability when Volibear stands in the strike area. The delay means it requires prediction or allied crowd control to land reliably, but it can cut off retreats, punish predictable positioning, or provide defensive value when Volibear is absorbing damage. R, Stormbringer, represents Volibear's largest commitment, transforming him into a fight-starting threat with backline access. The ultimate demands team coordination, as a solo R into five enemies without follow-up wastes his strongest cooldown. After landing, immediate target selection and E placement determine whether the engage succeeds. Volibear's strategic identity in Mayhem is that of a momentum champion. He wants to hit things before fights start, choose engages when enemies lack peel, and maintain attack rhythm through extended brawls. His counterplay is straightforward: enemies who kite backward, layer slows and knockbacks, or force him to constantly swap targets can render his passive and W nearly useless. Volibear wins when he creates messy, close-range fights where his sustained damage and durability overwhelm enemies who cannot escape his reach.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Volibear is strongest when he turns one clean contact into a messy, unavoidable brawl, and most bad games happen because players spend that contact too early, chase the wrong target, or enter without a way to survive the first counter-hit. Mechanical mistakes often start with engaging directly at enemies who still have peel available. Walking forward with an engage tool while obvious knockbacks, roots, silences, or displacements are ready results in getting stopped before reaching the carry and becoming a vulnerable target. The correct approach is walking with minions, terrain pressure, or an ally threat first, then committing once the enemy has used a key defensive tool. If denied, turning sideways to take the nearest safe target is better than donating the rest of your health bar. Dropping the storm zone after enemies have escaped wastes both damage and defensive value. The zone should be placed where the fight is about to happen, not where enemies were previously, ideally when entering melee range or when targets are forced through chokes. Using the bite on the first available enemy then immediately swapping targets loses the payoff from sticking to one target. A realistic target should be chosen and pursued long enough for repeated value, especially if they cannot easily kite after their escape is down. Casting the leap purely for damage while already in melee range spends a major repositioning tool with no way to follow a flash, dodge counter-engage, or reach the backline. The leap should be saved for meaningful gap closes, dodging dangerous ground, resetting fight angles, or committed all-ins when the team can hit the same target. Snowballing the instant it lands without team follow-up results in arriving alone, getting chain-controlled, and forcing allies into bad situations. Snowball should be treated as a threat first and a travel button second, taken when allies can follow, the target is isolated, or landing will interrupt enemy damage setup. Standing still to auto-attack while ranged champions kite backward yields one hit followed by multiple spells. Moving between attacks, cutting off escape paths, and using crowd control maintains contact. Layering every defensive tool at the fight's start while enemies have not committed damage makes Volibear look tanky momentarily, then collapse when real burst lands after protection is gone. Defense should match enemy commitment, holding part of the kit for when they turn and focus. Ignoring animation and pathing discipline when entering through minions or tight spaces causes body-blocks and missed targets, so entering from the side and clicking past the target avoids trapping yourself behind minions. Decision mistakes include forcing the first engage every time the team reaches mid-lane, which teaches enemies your timing and lets them save peel. Varying approaches between threatening from the front, holding engage to punish enemy dashes, or letting poke allies start fights is more effective. Diving the backline while your own damage dealers are being jumped may distract one enemy but loses the champions who finish fights. Deciding before the fight whether to dive or peel is essential, and if the enemy has assassins, staying near carries often wins harder than chasing theirs. Building only for damage against compositions with strong burst, slows, or chain control results in reaching targets once then dying before sustained trading matters. Taking enough durability, tenacity, protection, or healing support ensures staying active after contact. Chasing low-health tanks while enemy carries are untouched spends the whole kit on the hardest target while real threats clean up.

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FAQ

Volibear

FAQ

Is Volibear a frontliner or a diver in ARAM: Mayhem? Volibear is usually a diver first and a frontliner second. If your team has follow-up damage, look for angles where you can run past the first target and force carries to move; if your team is poke-heavy or slow, stand closer to your damage dealers and punish anyone who walks in. The tradeoff is simple: deep engages create kills, but a mistimed dive leaves you too far from allies to get value from your sustain. When should I go in as Volibear? Go in when an enemy carry steps too far forward, when your team has a clear follow-up spell ready, or when the enemy has already used key peel. Start the fight decisively rather than half-committing, because Volibear loses a lot of threat if he walks in slowly and gets kited. If the enemy team is holding crowd control for you, bait it first with movement and only commit after they waste it. Should I build Volibear tanky or damage-focused? Build tanky when your team needs someone to start fights, absorb cooldowns, and stay alive long enough to re-engage. Build more damage when you already have another durable champion and the enemy backline can actually be reached. The tradeoff is that damage Volibear punishes mistakes harder, but tank Volibear gives your team more room to play messy fights.

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