ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T4 Rank #93

Rengar ARAM Mayhem Build & Best Augments

Rengar role and playstyle: baseline role is AD fighter, with a core identity built around burst damage. 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 speed utility. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Execution varies by matchup, but positioning and cooldown discipline remain important. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Rengar Rengar the Pridestalker Fighter / Mage / Assassin
TierT4
Rank#93
Win Rate48.42%
Pick Rate0.43%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate45.04%
Pick Rate14.69%
#2
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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

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

Profane Hydra Profane Hydra Profane Hydra
Total Price
2,850
Price
313

+55 Attack Damage 18 Lethality +10 Ability Haste Cleave Attacks deal physical damage to nearby enemies. Heretical Cleave Deal physical damage around you.

Win Rate47.88%
Pick Rate9.63%
#3
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate46.31%
Pick Rate9.51%

Situational itemstop 12

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

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

46.69%
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

46.42%
Profane Hydra Profane Hydra Profane Hydra
Total Price
2,850
Price
313

+55 Attack Damage 18 Lethality +10 Ability Haste Cleave Attacks deal physical damage to nearby enemies. Heretical Cleave Deal physical damage around you.

47.19%
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%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

50.39%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

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

50.94%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

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

48.22%
Voltaic Cyclosword Voltaic Cyclosword Voltaic Cyclosword
Total Price
3,000
Price
963

+55 Attack Damage 10 Lethality +10 Ability Haste Galvanize Damaging an Enemy Champions with an ability triggers Energized if it is ready. Firmament Your Energized Attack deals % target's Current Health as bonus physical damage and grants you bonus Lethality for 4 seconds.

49.13%
Edge of Night Edge of Night Edge of Night
Total Price
3,000
Price
850

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

52.62%
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%.

43.68%
Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

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

45.56%
Ravenous Hydra Ravenous Hydra Ravenous Hydra
Total Price
3,300
Price
150

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

50.20%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

46.59%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

46.59%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

47.90%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

47.90%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

42.23%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

42.23%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

42.23%

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate40.74%
Pick Rate12.51%
#2
The Collector The Collector The Collector
Total Price
3,000
Price
525

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

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

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

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

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

Win Rate51.63%
Pick Rate4.17%
#3
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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

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

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

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

Win Rate50.63%
Pick Rate3.99%

Situational itemstop 12

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

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

50.58%
The Collector The Collector The Collector
Total Price
3,000
Price
525

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

49.17%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

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

48.86%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

47.41%
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

53.79%
Ravenous Hydra Ravenous Hydra Ravenous Hydra
Total Price
3,300
Price
150

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

51.47%
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.

58.75%
Essence Reaver Essence Reaver Essence Reaver
Total Price
3,050
Price
500

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

57.39%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

49.02%
Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

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

51.01%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

50.53%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

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

51.59%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

49.14%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

49.14%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

53.51%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

53.51%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

42.56%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

42.56%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

42.56%

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Profane Hydra Profane Hydra Profane Hydra
Total Price
2,850
Price
313

+55 Attack Damage 18 Lethality +10 Ability Haste Cleave Attacks deal physical damage to nearby enemies. Heretical Cleave Deal physical damage around you.

Win Rate40.65%
Pick Rate9.25%
#2
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate54.03%
Pick Rate5.72%
#3
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate53.16%
Pick Rate3.64%

Situational itemstop 12

Hubris Hubris Hubris
Total Price
2,950
Price
900

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

47.59%
The Collector The Collector The Collector
Total Price
3,000
Price
525

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

46.58%
Profane Hydra Profane Hydra Profane Hydra
Total Price
2,850
Price
313

+55 Attack Damage 18 Lethality +10 Ability Haste Cleave Attacks deal physical damage to nearby enemies. Heretical Cleave Deal physical damage around you.

47.33%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

46.98%
Voltaic Cyclosword Voltaic Cyclosword Voltaic Cyclosword
Total Price
3,000
Price
963

+55 Attack Damage 10 Lethality +10 Ability Haste Galvanize Damaging an Enemy Champions with an ability triggers Energized if it is ready. Firmament Your Energized Attack deals % target's Current Health as bonus physical damage and grants you bonus Lethality for 4 seconds.

48.42%
Edge of Night Edge of Night Edge of Night
Total Price
3,000
Price
850

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

50.58%
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.

46.86%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

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

51.32%
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

44.03%
Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

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

48.04%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

48.75%
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%.

40.00%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

47.30%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

47.30%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

49.26%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

49.26%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

39.91%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

39.91%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

39.91%

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

Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

Win Rate45.33%
Pick Rate4.16%
#2
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

Win Rate48.78%
Pick Rate3.56%
#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%.

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%.

Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

Win Rate48.75%
Pick Rate3.17%

Situational itemstop 12

Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

48.34%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

44.18%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.

54.50%
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

50.33%
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%.

46.56%
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%.

56.25%
Ravenous Hydra Ravenous Hydra Ravenous Hydra
Total Price
3,300
Price
150

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

53.70%
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

46.85%
The Collector The Collector The Collector
Total Price
3,000
Price
525

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

52.34%
Black Cleaver Black Cleaver Black Cleaver
Total Price
3,000
Price
225

+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.

51.31%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
Total Price
3,100
Price
750

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

50.16%
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%.

42.47%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

55.17%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

55.17%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

43.08%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

43.08%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

51.30%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

51.30%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
60.36%
Pick Rate
8.96%
Games
1,168

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
PrismaticT160.36%8.96%1,168
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
57.90%
Pick Rate
4.61%
Games
601

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
SilverT157.90%4.61%601
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
55.47%
Pick Rate
6.03%
Games
786

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

View augment details
GoldT155.47%6.03%786
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
55.25%
Pick Rate
6.79%
Games
885

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

View augment details
GoldT155.25%6.79%885
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
52.57%
Pick Rate
5.23%
Games
681

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

View augment details
GoldT152.57%5.23%681
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
52.54%
Pick Rate
5.58%
Games
727

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT152.54%5.58%727
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
52.25%
Pick Rate
9.88%
Games
1,288

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

View augment details
GoldT152.25%9.88%1,288
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.89%
Pick Rate
6.29%
Games
819

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

View augment details
PrismaticT151.89%6.29%819
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
51.55%
Pick Rate
13.10%
Games
1,707

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT151.55%13.10%1,707
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.45%
Pick Rate
6.61%
Games
861

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

View augment details
PrismaticT151.45%6.61%861
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.17%
Pick Rate
6.22%
Games
811

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT151.17%6.22%811
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
51.12%
Pick Rate
8.54%
Games
1,113

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

View augment details
SilverT151.12%8.54%1,113
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
50.46%
Pick Rate
5.87%
Games
765

Gain 15% omnivamp .

View augment details
SilverT150.46%5.87%765
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
50.33%
Pick Rate
5.79%
Games
755

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

View augment details
GoldT150.33%5.79%755
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
50.28%
Pick Rate
6.81%
Games
887

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

View augment details
SilverT150.28%6.81%887
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
50.09%
Pick Rate
4.07%
Games
531

Grants 50% critical strike chance .

View augment details
GoldT150.09%4.07%531
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
50.03%
Pick Rate
13.59%
Games
1,771

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
GoldT150.03%13.59%1,771
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
49.74%
Pick Rate
12.00%
Games
1,564

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

View augment details
GoldT149.74%12.00%1,564
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
49.57%
Pick Rate
4.50%
Games
587

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
GoldT149.57%4.50%587
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
49.30%
Pick Rate
10.43%
Games
1,359

Grants 18% armor penetration and magic penetration .

View augment details
GoldT149.30%10.43%1,359
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
48.05%
Pick Rate
16.50%
Games
2,150

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
GoldT148.05%16.50%2,150
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
47.14%
Pick Rate
6.85%
Games
893

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

View augment details
SilverT147.14%6.85%893
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
46.97%
Pick Rate
4.82%
Games
628

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

View augment details
SilverT146.97%4.82%628
Upgrade Sheen Upgrade Sheen Upgrade Sheen Gold
Rarity
Gold
Tier
T4
Win Rate
46.39%
Pick Rate
5.84%
Games
761

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
GoldT146.39%5.84%761
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
42.93%
Pick Rate
7.60%
Games
990

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

View augment details
GoldT142.93%7.60%990
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
62.93%
Pick Rate
3.56%
Games
464

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
GoldT262.93%3.56%464
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
60.52%
Pick Rate
2.95%
Games
385

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
SilverT260.52%2.95%385
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
59.58%
Pick Rate
3.68%
Games
480

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

View augment details
GoldT259.58%3.68%480
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
57.84%
Pick Rate
2.35%
Games
306

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT257.84%2.35%306
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
55.91%
Pick Rate
2.40%
Games
313

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
GoldT255.91%2.40%313
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
55.61%
Pick Rate
3.42%
Games
446

Increases attack damage by 20% .

View augment details
SilverT255.61%3.42%446
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
54.40%
Pick Rate
2.36%
Games
307

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
SilverT254.40%2.36%307
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
54.29%
Pick Rate
3.76%
Games
490

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

View augment details
PrismaticT254.29%3.76%490
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
52.78%
Pick Rate
3.04%
Games
396

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
GoldT252.78%3.04%396
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
52.60%
Pick Rate
2.66%
Games
346

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

View augment details
GoldT252.60%2.66%346
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.49%
Pick Rate
2.62%
Games
341

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

View augment details
PrismaticT252.49%2.62%341
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.46%
Pick Rate
2.34%
Games
305

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

View augment details
PrismaticT252.46%2.34%305
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
51.35%
Pick Rate
3.71%
Games
483

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

View augment details
SilverT251.35%3.71%483
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
51.26%
Pick Rate
3.65%
Games
476

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

View augment details
SilverT251.26%3.65%476
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
51.16%
Pick Rate
2.99%
Games
389

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
GoldT251.16%2.99%389
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
50.73%
Pick Rate
3.16%
Games
412

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

View augment details
GoldT250.73%3.16%412
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
50.66%
Pick Rate
4.06%
Games
529

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

View augment details
SilverT250.66%4.06%529
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
50.57%
Pick Rate
3.34%
Games
435

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

View augment details
SilverT250.57%3.34%435
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
50.42%
Pick Rate
2.75%
Games
359

Gain 1750 upon acquiring this augment.

View augment details
GoldT250.42%2.75%359
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.29%
Pick Rate
2.67%
Games
348

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

View augment details
PrismaticT250.29%2.67%348
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.23%
Pick Rate
3.36%
Games
438

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
PrismaticT250.23%3.36%438
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
49.58%
Pick Rate
2.72%
Games
355

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

View augment details
SilverT249.58%2.72%355
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.58%
Pick Rate
1.81%
Games
236

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT249.58%1.81%236
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
49.03%
Pick Rate
1.99%
Games
259

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
SilverT249.03%1.99%259
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
48.91%
Pick Rate
2.10%
Games
274

Gain 2 Stat Anvils .

View augment details
SilverT248.91%2.10%274
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
48.80%
Pick Rate
3.21%
Games
418

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

View augment details
GoldT248.80%3.21%418
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
48.18%
Pick Rate
3.79%
Games
494

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

View augment details
GoldT248.18%3.79%494
Master of Duality Master of Duality Master of Duality Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.17%
Pick Rate
2.31%
Games
301

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
PrismaticT248.17%2.31%301
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
48.13%
Pick Rate
1.85%
Games
241

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

View augment details
GoldT248.13%1.85%241
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
47.70%
Pick Rate
2.17%
Games
283

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
GoldT247.70%2.17%283
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
47.63%
Pick Rate
3.24%
Games
422

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

View augment details
SilverT247.63%3.24%422
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
47.58%
Pick Rate
2.69%
Games
351

Grants 60% bonus attack speed .

View augment details
SilverT247.58%2.69%351
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
47.58%
Pick Rate
1.74%
Games
227

Grants 60 ability haste .

View augment details
GoldT247.58%1.74%227
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.39%
Pick Rate
2.98%
Games
388

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

View augment details
PrismaticT246.39%2.98%388
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.18%
Pick Rate
2.11%
Games
275

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
PrismaticT246.18%2.11%275
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
46.00%
Pick Rate
2.30%
Games
300

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

View augment details
GoldT246.00%2.30%300
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
45.23%
Pick Rate
1.85%
Games
241

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
SilverT245.23%1.85%241
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
45.06%
Pick Rate
1.94%
Games
253

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

View augment details
GoldT245.06%1.94%253
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.73%
Pick Rate
2.99%
Games
389

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
PrismaticT244.73%2.99%389
Earthwake Earthwake Earthwake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.73%
Pick Rate
2.40%
Games
313

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

View augment details
PrismaticT244.73%2.40%313
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
44.44%
Pick Rate
2.76%
Games
360

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
SilverT244.44%2.76%360
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
42.69%
Pick Rate
1.94%
Games
253

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
PrismaticT242.69%1.94%253
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
40.16%
Pick Rate
2.92%
Games
381

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
GoldT240.16%2.92%381
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
62.62%
Pick Rate
0.82%
Games
107

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
PrismaticT362.62%0.82%107
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
59.64%
Pick Rate
1.27%
Games
166

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
SilverT359.64%1.27%166
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.26%
Pick Rate
1.46%
Games
190

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

View augment details
PrismaticT355.26%1.46%190
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
54.48%
Pick Rate
1.11%
Games
145

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
GoldT354.48%1.11%145
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
52.76%
Pick Rate
0.97%
Games
127

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

View augment details
SilverT352.76%0.97%127
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.24%
Pick Rate
1.54%
Games
201

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

View augment details
PrismaticT352.24%1.54%201
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
51.50%
Pick Rate
1.28%
Games
167

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT351.50%1.28%167
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.40%
Pick Rate
1.64%
Games
214

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
PrismaticT351.40%1.64%214
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.25%
Pick Rate
1.23%
Games
160

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

View augment details
PrismaticT351.25%1.23%160
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
50.91%
Pick Rate
1.69%
Games
220

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
GoldT350.91%1.69%220
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.53%
Pick Rate
1.46%
Games
190

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
PrismaticT350.53%1.46%190
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
50.00%
Pick Rate
1.61%
Games
210

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

View augment details
GoldT350.00%1.61%210
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
50.00%
Pick Rate
1.07%
Games
140

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
SilverT350.00%1.07%140
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
48.94%
Pick Rate
1.08%
Games
141

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

View augment details
GoldT348.94%1.08%141
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
48.91%
Pick Rate
1.05%
Games
137

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
GoldT348.91%1.05%137
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
48.72%
Pick Rate
1.20%
Games
156

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
GoldT348.72%1.20%156
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.23%
Pick Rate
1.08%
Games
141

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
PrismaticT348.23%1.08%141
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.12%
Pick Rate
1.02%
Games
133

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
PrismaticT348.12%1.02%133
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
47.34%
Pick Rate
1.44%
Games
188

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

View augment details
PrismaticT347.34%1.44%188
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
46.88%
Pick Rate
1.47%
Games
192

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
GoldT346.88%1.47%192
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.33%
Pick Rate
1.36%
Games
177

You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal pre-mitigation.

View augment details
PrismaticT346.33%1.36%177
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.11%
Pick Rate
1.38%
Games
180

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
PrismaticT346.11%1.38%180
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.09%
Pick Rate
0.88%
Games
115

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
PrismaticT346.09%0.88%115
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
45.81%
Pick Rate
1.19%
Games
155

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT345.81%1.19%155
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.71%
Pick Rate
1.07%
Games
140

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
PrismaticT345.71%1.07%140
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
44.83%
Pick Rate
0.89%
Games
116

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

View augment details
GoldT344.83%0.89%116
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
44.31%
Pick Rate
1.28%
Games
167

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

View augment details
PrismaticT344.31%1.28%167
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
43.20%
Pick Rate
0.96%
Games
125

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
GoldT343.20%0.96%125
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
42.55%
Pick Rate
1.08%
Games
141

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

View augment details
GoldT342.55%1.08%141
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
41.21%
Pick Rate
1.27%
Games
165

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
GoldT341.21%1.27%165
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
41.18%
Pick Rate
0.91%
Games
119

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

View augment details
GoldT341.18%0.91%119
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
40.64%
Pick Rate
1.68%
Games
219

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
GoldT340.64%1.68%219
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
40.31%
Pick Rate
0.99%
Games
129

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
GoldT340.31%0.99%129
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
39.82%
Pick Rate
0.87%
Games
113

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
PrismaticT339.82%0.87%113
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
39.39%
Pick Rate
1.01%
Games
132

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

View augment details
GoldT339.39%1.01%132
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
38.19%
Pick Rate
1.11%
Games
144

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

View augment details
GoldT338.19%1.11%144
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
38.18%
Pick Rate
1.27%
Games
165

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

View augment details
SilverT338.18%1.27%165
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
37.72%
Pick Rate
1.28%
Games
167

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
GoldT337.72%1.28%167
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
56.38%
Pick Rate
0.72%
Games
94

Grants 3 random Dragon Souls .

View augment details
PrismaticT456.38%0.72%94
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.85%
Pick Rate
0.80%
Games
104

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
PrismaticT453.85%0.80%104
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.85%
Pick Rate
0.40%
Games
52

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

View augment details
PrismaticT453.85%0.40%52
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.57%
Pick Rate
0.43%
Games
56

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

View augment details
PrismaticT453.57%0.43%56
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
52.78%
Pick Rate
0.55%
Games
72

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

View augment details
SilverT452.78%0.55%72
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.27%
Pick Rate
0.68%
Games
88

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
PrismaticT452.27%0.68%88
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
52.17%
Pick Rate
0.71%
Games
92

Grants 20% heal and shield power .

View augment details
SilverT452.17%0.71%92
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
51.28%
Pick Rate
0.60%
Games
78

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

View augment details
GoldT451.28%0.60%78
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.68%
Pick Rate
0.56%
Games
73

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

View augment details
PrismaticT450.68%0.56%73
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
50.53%
Pick Rate
0.73%
Games
95

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
GoldT450.53%0.73%95
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.00%
Pick Rate
0.49%
Games
64

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

View augment details
PrismaticT450.00%0.49%64
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
49.45%
Pick Rate
0.70%
Games
91

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

View augment details
SilverT449.45%0.70%91
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
49.35%
Pick Rate
0.59%
Games
77

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

View augment details
SilverT449.35%0.59%77
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
47.69%
Pick Rate
0.50%
Games
65

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

View augment details
GoldT447.69%0.50%65
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
46.67%
Pick Rate
0.58%
Games
75

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
SilverT446.67%0.58%75
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.95%
Pick Rate
0.57%
Games
74

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

View augment details
PrismaticT445.95%0.57%74
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
45.76%
Pick Rate
0.45%
Games
59

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
SilverT445.76%0.45%59
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
45.21%
Pick Rate
0.56%
Games
73

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

View augment details
GoldT445.21%0.56%73
Mighty Shield Mighty Shield Mighty Shield Silver
Rarity
Silver
Tier
T5
Win Rate
43.55%
Pick Rate
0.48%
Games
62

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

View augment details
SilverT443.55%0.48%62
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
42.62%
Pick Rate
0.47%
Games
61

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
SilverT442.62%0.47%61
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.59%
Pick Rate
0.41%
Games
54

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

View augment details
PrismaticT442.59%0.41%54
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
40.96%
Pick Rate
0.64%
Games
83

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
GoldT440.96%0.64%83
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
40.38%
Pick Rate
0.80%
Games
104

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

View augment details
SilverT440.38%0.80%104
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
40.28%
Pick Rate
0.55%
Games
72

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

View augment details
SilverT440.28%0.55%72
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
39.76%
Pick Rate
0.64%
Games
83

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

View augment details
GoldT439.76%0.64%83
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
39.53%
Pick Rate
0.66%
Games
86

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

View augment details
SilverT439.53%0.66%86
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
39.02%
Pick Rate
0.63%
Games
82

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
SilverT439.02%0.63%82
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
38.46%
Pick Rate
0.60%
Games
78

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT438.46%0.60%78
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
37.14%
Pick Rate
0.54%
Games
70

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

View augment details
GoldT437.14%0.54%70

Rengar Skill Combos

Extracted from the skill order guide

Skill Order
RQWE

Normal order: R > Q > W > E.

RQEW

Catch or control augments: R > Q > E > W, only when your team needs setup.

RQWE

Put points into R whenever it is available, max Q first, max W second, and leave E for last unless the game is clearly asking for more catch than damage.

Rengar Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Rengar counters these champions in ARAM: Mayhem.

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

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

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

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

Senna Senna Senna T3
Tier
T3
Rank
#82
Win Rate
49.52%
Pick Rate
1.15%

Senna the Redeemer is a long-range marksman support who wins by poking, healing, and scaling through extended fights. She is not a pure front-to-back damage bot early; she wants space, clean angles, and teammates who can stand between her and hard engage. Her signature pattern is simple: tag enemies from range, heal allies through the same trading rhythm, then punish low-health targets when they overstay. In ARAM: Mayhem, that pattern gets sharper because fights happen constantly and the lane is cramped. Senna can farm value from repeated skirmishes, but she is also easier to dive if she walks up without cover. Play patient, use your range before committing, and let augments or team needs decide whether you lean harder into damage, utility, or safer backline play. View champion guide

Sona Sona Sona T2
Tier
T2
Rank
#38
Win Rate
52.11%
Pick Rate
0.55%

Sona is a backline enchanter who wins by staying near her team, cycling auras, and turning messy fights into clean chases or retreats. Her basic pattern is simple: poke when enemies step up, keep allies topped off between trades, speed the group into good angles, then use her big crowd-control moment when several enemies commit too far.In ARAM: Mayhem, Sona feels stronger when fights happen around your whole team instead of in scattered duels. The mode is faster and more explosive, so positioning matters even more: stand close enough to empower allies, but far enough back that divers have to spend real tools to reach you. Augments can push her toward heavier shielding and healing, safer utility, or more aggressive poke, but her job stays the same. Keep the team moving, punish overcommits, and make every extended fight worse for the enemy. View champion guide

Read counter details

Countered By

5

Rengar is countered by these champions in ARAM: Mayhem.

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

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

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

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

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

Alistar Alistar Alistar T3
Tier
T3
Rank
#87
Win Rate
49.65%
Pick Rate
0.65%

Alistar is a frontline engage tank who wins fights by forcing the enemy to stand where they do not want to be. His signature pattern is simple: go in, knock targets up, shove a priority enemy into danger, then soak the return damage while his team follows. He is easy to understand, but the timing matters. If you commit before allies are in range, you just donate your health bar. In ARAM: Mayhem, Alistar plays faster and more aggressively than a standard tank because fights break out constantly and augments can push him toward harder engage, better durability, or more disruptive peel. Look for clumped enemies, punish carries who step past their frontline, and use Snowball-style access when available to start from angles they cannot comfortably dodge. When your team is behind, shift from hard engage to bodyguard duty: interrupt divers, peel for your main damage dealer, and only re-engage after the enemy spends key crowd control. View champion guide

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

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

Read counter details

Rengar Team Comp Highlights

Partner patterns extracted from the team comp guide

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

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

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

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

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

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

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

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

Hard engage tanks: Malphite, Amumu, Leona, Nautilus

These champions give Rengar the one thing he cannot always guarantee by himself: a clean first second of combat. When a tank forces enemy movement or locks a priority target, Rengar can jump in without being the first body everyone is staring at.

Renata Glasc Renata Glasc Renata Glasc T2
Tier
T2
Rank
#22
Win Rate
52.08%
Pick Rate
0.39%

Renata Glasc is a backline support-controller who wins fights by making the enemy engage look bad. She protects a carry, punishes divers that overcommit, and turns crowded fights with her hostile crowd control instead of raw damage. Her signature pattern is simple: stay just behind your strongest threat, save your key defensive tool for the first real all-in, then use her fight-swinging ultimate when enemies are stacked or forced through a narrow path. In ARAM: Mayhem, Renata likes the constant 5v5 pressure because enemies group naturally and fights start fast. That gives her more chances to counter-engage, peel, and punish clumped teams. The tradeoff is that mistakes are harsher: if she wastes her protection early or stands too far forward, she has no easy escape. Pick her when your team has a clear carry to enable or when the enemy team wants to dive straight through the front line. 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

Karma Karma Karma T4
Tier
T4
Rank
#120
Win Rate
47.92%
Pick Rate
0.70%

Karma the Enlightened One Karma is an offensive support mage who defines games through poke, disengage, and burst shielding. She sits in the backline, charging her Mantra to decide when a fight turns. Her identity is simple: land Qs, empower the right ability, and keep her team healthy while chipping away at the enemy. In ARAM: Mayhem, she becomes a relentless spam engine. The mode's accelerated gold and experience let her hit her cooldown reduction cap quickly, turning her from a tempo mage into a constant pressure source. She does not one-shot tanks, but she makes sieging impossible for the enemy and surviving easy for her team. Core Identity and Role She functions primarily as a poke and disengage support. Unlike pure enchanters who heal, Karma prevents damage with shields and speed bursts. Unlike burst mages, she relies on sustained damage and crowd control over time rather than a single rotation. She fits best on compositions that want to kite backward or siege towers without diving. Her signature pattern is the Mantra Q. She activates her ultimate, fires an empowered Inner Flame, and creates a wide explosion that slows and deals heavy area damage. This creates a zone the enemy cannot walk through. If they force the issue, she uses Mantra E to shield her whole team and grant a massive movement speed burst, repositioning everyone instantly. What Changes in Mayhem Mayhem speeds up her entire game plan. In standard ARAM, Karma often struggles with mana early or feels weak if she falls behind on gold. Here, she reaches her power spikes faster and stays relevant longer. The increased ability haste available in the mode means her Mantra cooldown drops rapidly, letting her empower abilities in almost every skirmish. Constant Mantra access: She empowers abilities much more often, making her burst shielding or poke available for every engagement. Enhanced disengage: The mode favors aggressive engages, but her Mantra E shuts down dives harder when she has the haste to cast it repeatedly. Sustained poke pressure: She forces enemies off objectives or towers faster because she never runs out of resources to throw. She excels at keeping her team at full health while forcing the enemy to recall. Her weakness remains her lack of hard crowd control and low durability if caught. If the enemy has unstopabble engages or long-range burst, she has to play further back and rely on her empowered shields to recover. In Mayhem, her ability to dictate pacing makes her a consistent and reliable pick for players who prefer positioning over mechanical execution. 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

Enchanters and anti-burst supports: Lulu, Karma, Janna, Renata Glasc

Rengar often wins the first contact but can die during the punish window right after. Shields, speed, disruption, and revive-style safety tools let him take an aggressive jump without turning every engage into a trade kill.

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

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

Twisted Fate Twisted Fate Twisted Fate T2
Tier
T2
Rank
#67
Win Rate
50.89%
Pick Rate
0.66%

Twisted Fate is a pick-focused control mage who wins fights by choosing the right card, landing safe poke, and punishing anyone who steps too far forward. His identity is simple: hold range, threaten a stun with Gold Card, and use his global pressure to turn messy skirmishes into clean picks.In ARAM: Mayhem, the map is faster and fights break out more often, so Twisted Fate plays less like a slow side-lane controller and more like a constant setup engine. Look for short trade windows, chain your crowd control with allies, and use your ultimate to arrive where the fight is already starting. If you waste your card or walk up without backup, he is easy to punish, so patience matters. 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

Pick mages with long-range control: Morgana, Lux, Neeko, Twisted Fate

Rengar is excellent at converting a single caught target into a kill. Long-range roots, snares, cards, and surprise crowd control turn his burst from a gamble into a planned execution.

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

Taliyah Taliyah Taliyah T4
Tier
T4
Rank
#111
Win Rate
47.92%
Pick Rate
0.37%

Taliyah the Stoneweaver Taliyah is a control mage who shapes the battlefield with terrain manipulation and sustained area damage. She excels at zoning enemies, disrupting movement, and locking down targets with her crowd control chain. In ARAM: Mayhem, her ability to create walls and control narrow corridors becomes even more valuable on the single-lane map. Her signature pattern revolves around Threaded Volley on worked ground, where she fires fast projectiles that chunk health over time. She sets up kills with Seismic Shove to knock enemies into her team, then follows with Unraveled Earth to catch anyone trying to escape. Her ultimate, Rock Surfing, lets her roam quickly or cut off retreat paths—a powerful tool in the constant fighting of Mayhem. In this mode, Taliyah shifts from a roaming mid-laner into a dedicated zone controller. The reduced cooldowns and accelerated gold income let her spam abilities more freely, and the confined space means her walls and knockups are harder to avoid. She thrives when she can poke from a distance and punish overextensions with her burst combo. View champion guide

Trundle Trundle Trundle T3
Tier
T3
Rank
#125
Win Rate
49.03%
Pick Rate
0.31%

Trundle the Troll King Trundle is a tanky fighter who wins fights by stealing stats and controlling space. His entire identity revolves around Chomp for sustained damage and Pillar of Ice for disruption. He excels at shutting down immobile champions and dueling anyone foolish enough to fight him in his domain. In ARAM: Mayhem, Trundle shifts from a niche counter-pick to a consistent lane bully. The single-lane format guarantees he always has targets for Pillar, and the constant fighting lets him keep his attack speed buff stacked. He acts as a frontline anchor who creates openings with terrain abuse rather than raw engage range. His signature pattern is simple: isolate a target with Pillar, close the gap, and beat them down while their stats drain into him. Mayhem's pacing favors this playstyle because teams are constantly clumped, giving his ultimate high value on tanky comps. If you like winning 1v1s and making enemies rage at pathing, this is your pick. 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

Displacement and wall-maker allies: Anivia, Trundle, Taliyah, Poppy

These champions change the lane shape. Rengar loves fights where the enemy carry is separated from the support or forced to path through a predictable choke. Walls, pillars, knockbacks, and zone control make his target selection cleaner.

Diana Diana Diana T3
Tier
T3
Rank
#92
Win Rate
49.64%
Pick Rate
0.38%

Diana is an AP dive assassin-bruiser who wants to mark a target, dash in, and turn the fight with a close-range burst combo. She is best when she can enter after enemies have spent key crowd control, then pull multiple champions together and finish with her team’s damage. In ARAM: Mayhem, Diana’s job becomes more explosive but also riskier. The constant fighting gives her more chances to find multi-target engages, while augments can push her toward harder burst, stronger follow-up, or more durable brawling. She still has the same core rule: do not be the first champion to disappear into five enemies unless your team can instantly follow. Pick Diana when your team needs a decisive AP engager who can punish grouped enemies. Play around flanks, Snowball angles, and cooldown tracking. If the enemy keeps disengage or hard CC ready, wait it out, poke with your setup, then commit when their punish window is gone. View champion guide

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

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

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

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

Irelia Irelia Irelia T5
Tier
T5
Rank
#170
Win Rate
45.18%
Pick Rate
0.26%

Irelia the Blade Dancer Irelia is a mobile diver who thrives on reset mechanics and sustained fighting. Her entire gameplay loop revolves around stacking her passive, landing her ultimate to mark targets, and dashing repeatedly to chase down kills. She is a high-execution champion where positioning and timing matter more than raw stat-checking. In ARAM: Mayhem, the accelerated pace and constant team fighting actually favor her reset style. You get to team fight non-stop, which is exactly where Irelia wants to be. The mode's chaos gives her more opportunities to find resets, though she still needs to respect burst damage and heavy crowd control. Her signature pattern is simple: stack your passive on minions or approaching enemies, hit your ultimate to create kill zones, then dash through marked targets to reset and continue the chase. Miss your ultimate or enter a fight without passive stacks, and you will likely die before getting anything done. View champion guide

Follow-up divers and cleanup carries: Nocturne, Diana, Irelia, Samira

A second threat stops the enemy from saving every defensive tool for Rengar. When another diver or cleanup carry enters at the same time, the enemy back line has to choose who to peel, and that hesitation is often enough for Rengar to delete a target or force a fight-winning retreat.

Rengar ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Tempo and EngageHe plays a waiting game on the periphery for cleanup or all-in initiation, struggling against poke and lacking safe farm tools.You create constant pressure rather than waiting, diving the backline and using resets to fight continuously with almost no downtime.Stop waiting for perfect engages; force fights early and often to overwhelm enemies.
Skill Order PriorityMaxing Bola Strike (E) is often mandatory for ranged damage and slows, while Battle Roar (W) helps survive inevitable poke.Max Savagery (Q) first for burst damage and tower shredding, using W primarily to generate Ferocity stacks quickly.Drop the E-max poke playstyle and go Q-max for burst and tower pushing.
Snowball UtilitySnowball serves as a gap-closer to mark a target, fly in, and then leap to the actual prey during engagements.Snowball becomes an execution tool to chase runners or reposition mid-fight, and can even be used to escape bad situations.Use Snowball for mid-fight repositioning or chasing, not just as your only engage.
Ultimate UsageYou save Thrill of the Hunt (R) for a guaranteed kill or a desperate escape due to its long cooldown.Use R liberally to scout enemy positions and start fights on your terms, as the cooldown is much shorter.Use R liberally for vision and initiation, not just for cleanup.
Build LogicYou often build hybrid defensive items like Eclipse or Goredrinker to survive burst in 5v5 chokepoints.Commit fully to glass cannon builds prioritizing damage and ability haste, as defensive stats feel weaker relative to damage creep.Prioritize damage and haste over the hybrid bruiser stats standard ARAM requires.

Champion Analysis

Role / Current performance

Overview

Rengar the Pridestalker is a melee assassin in ARAM: Mayhem who excels at eliminating key targets with devastating burst combos. His core identity centers on his unique leap mechanic from bushes, which defines his positioning and engagement patterns on the single-lane map. The bushes on both sides of the ARAM map serve as Rengar's primary ambush points, making bush control and awareness essential to his effectiveness. Rengar's passive, Unseen Predator, grants him the ability to leap from bushes to his target, creating his signature engagement pattern. This mechanic forces Rengar players to think positioning-first: waiting in bushes for the right moment before committing to an engage. His Q ability empowers his next auto-attack for bonus damage, forming the core of his burst window. W provides healing and movement speed, offering some survivability after engagement. E throws a bola for damage and a slow, giving Rengar limited ranged catch potential. His ultimate, Thrill of the Hunt, grants stealth, movement speed, and marks the nearest enemy, allowing him to approach the backline undetected before unleashing his full combo. The primary strategic pattern for Rengar in ARAM involves bush-leaping to access and eliminate priority targets in the enemy backline. Players should wait in bushes for favorable moments, then leap and execute a QWE burst combo for instant kills. His ultimate enhances this approach by providing stealth and movement speed to close distance unseen, creating opportunities to reach high-value targets that would otherwise be protected. After leaping, immediately using Q maximizes burst damage output. Rengar's strengths include flexible bush leaps that create unpredictable engagement angles, extreme burst damage capable of deleting single targets, practical stealth from his ultimate for approach and repositioning, and strong single-target elimination potential. These strengths make him a potent threat against squishy backline champions who cannot survive his burst window. However, Rengar carries significant weaknesses that players must respect. He is fragile and vulnerable to focus fire when his burst does not secure a kill. He lacks built-in sustain outside of his W heal, making extended trades dangerous. His teamfight contribution is limited to single-target damage with minimal area-of-effect capability, meaning he struggles against grouped enemies or when multiple targets require attention. Most critically, Rengar requires bush access to function optimally; without nearby bushes, he loses his leap advantage and becomes a far less threatening melee attacker. Rengar's practical strategic value in ARAM: Mayhem lies in his ability to create pick opportunities and delete priority targets before enemies can react. His success depends on patient positioning, bush control, and precise timing of his burst combo. Players who master his bush-leap mechanics and ultimate usage can consistently reach and eliminate backline threats, but must avoid overcommitting when conditions are unfavorable.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Rengar the Pridestalker should be played as a threat bubble rather than a front-to-back bruiser in ARAM: Mayhem. The narrow lane makes slow flanks ineffective, so pressure comes from brush control, Snowball angles, and forcing enemies to walk past the point where your leap can punish them. Position just deep enough in brush that enemies must respect a jump, but not so deep that you get hit by poke before the fight starts. Start fights from brush when the enemy carry has already used movement or crowd control. Rengar's engage is strongest when the target cannot instantly dash, stun, or knock you away. Wait for a mage to miss their root, an ADC to use their dash, or an enchanter to step forward for poke, then leap and decide quickly whether to commit or back out. Never be the first body into five champions unless your team can follow immediately. Use your ultimate as a positioning tool, not only as a kill button, to force enemies to retreat and split their formation. Rengar excels at punishing enemies who dive past their team. When an assassin or bruiser lands on your backline, turn first if the diver is isolated in your brush zone. Hold empowered defensive tools when the enemy has reliable lockdown, and jump in with a plan to survive the first return hit. If your carry is fed, play near them instead of hunting alone, as a visible Rengar near a high-value ally makes enemy assassins hesitate. Always know your exit before you leap. Common exits are back into brush, through your minion wave, or sideways after enemies burn their first control spell. Use brush to break target focus after your first rotation, forcing enemies to reposition and lose clean autos. When low health, stop fishing for hero jumps and instead threaten anyone who overextends while staying near your team. Do not stand in the same line as your frontline before the fight, as one spell can hit both of you. Play slightly off-angle in brush or behind minions. Respect area control in choke points and do not force through visible danger. Use minion waves as timing signals: when your wave is alive, enemies step forward to clear, creating your leap window. Kill the target who cannot answer you, not always the lowest-health champion. Backline carries are ideal only when their peel is separated. Do not ignore fed melee threats; if an enemy bruiser is carrying fights, save your damage for them after they commit. Use Snowball to create a second angle, not to announce a bad engage. Mark frontline when you need access, then choose whether to take it. Never take Snowball into fresh crowd control. Plan augments around your first contact and exit. Hold active augments until after the enemy reacts, drawing their defensive spells first. When behind, become a punisher instead of an initiator, looking for shutdown participation rather than solo kills. Build fights around numbers advantage, and protect your death timer carefully. A behind Rengar who stays alive forces carries to keep spacing carefully, buying time for your team's scaling and next engage window.

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Playstyle Guide

Playstyle / Team structure

Play guide

Rengar the Pridestalker thrives on positioning discipline and timing rather than open-lane brawling. In the early game, his entire rhythm revolves around brush control. He must play around side brush, making it expensive for enemies to check, and avoid standing in open lane where he gets kited and forced out. Short trades are the foundation: jump when a target walks too close, spend damage, then back out before enemy backline can layer crowd control. He wins sharp, one-target trades better than extended front-to-back fights. Snowball serves as a second entry tool rather than an opener, used after a brush jump forces enemy cooldowns, or defensively to reposition from bad fights. Augment choices should prioritize reliable access, burst follow-up, durability after committing, or resets after takedowns. Rengar needs to reach targets before he needs fancy value. Push when controlling brush and the enemy wave blocks leap angles; stall when low, warded, or facing compositions that want him to run into them. When ahead, take brush control and make enemies afraid to collect minions. When behind, play as a follow-up assassin, letting teammates start fights before jumping onto already-softened targets. Mid game demands wider angles. Brush control still matters, but ultimate threat changes enemy movement. Rengar must threaten backlines without showing too early, as revealing himself lets carries back up and tanks mark him. Two-step fights become key: pressure to draw peel, then commit when escape or defensive spells are down. He should not dump everything into the first visible champion unless that kill opens the fight. Snowball becomes an angle-fixer, used on frontline to close distance then redirect onto carries, or on backliners only when the recast path avoids dropping into five champions. Augment choices by now define his role: damage setups mean playing for fast picks; survivability allows more frequent engage; takedown rewards require entering after enemy health bars are already low. Late game treats every engage as potentially decisive. Rengar must stay hidden without abandoning his team to a 4v5. The ideal position is a flank close enough to follow allied engage but far enough that enemy backline cannot hit him first. Poking with small jumps becomes risky if one crowd control effect or burst combo can end him before the real fight. He must wait for enemies to split, step past their tank, or spend key defensive spells on others. Once committed, go with purpose: kill the target, force them out, or drag enough attention for the team to win front line. Snowball is either a clean engage bridge or a trap, taken only when the landing point allows team follow or the target is isolated enough to die before help arrives. Throughout all stages, Rengar wins by making enemies step where they should not, then turning that mistake into a fight that ends the game. The core principle remains consistent: preserve health, track enemy cooldowns, and commit only when the math favors the trade.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Rengar the Pridestalker excels when he controls space through brush dominance and layered threat patterns. His core strength lies in making every minion wave a pressure point: enemies must either walk into his leap range or surrender ground. When ahead, Rengar should prioritize brush control over ultimate usage, maintaining two layers of threat by punishing short-range farming with brush leaps while saving ultimate for retreating carries. His Snowball serves as both a gap closer and a psychological weapon, forcing backline panic even without an immediate recast. The key to preserving a lead is converting kills into lane control rather than chasing highlight dives. Rengar should track enemy defensive tools before committing, as ahead Rengar dies when assuming damage alone solves every fight. The best engage is often the second one, after peel abilities are spent. Empowered choices should match the situation: damage for isolated targets, defensive options when collapsing under crowd control. Living with low health after forcing two enemy cooldowns beats dying for a flashy kill that gives shutdown gold. When behind, Rengar must shift from primary assassin to trap, follow-up, and cooldown punisher. He should never face-check for brush control, instead letting teammates or minions check first. Farming Ferocity and health before forcing plays is essential, as behind Rengar wins by entering at the right moment, not by entering first. He should follow allied crowd control rather than starting blind, and pick damaged targets over perfect ones. A low-value kill creating a numbers advantage beats dying while reaching for the highest-value target. Ultimate usage changes when behind, becoming a tool to create hesitation and scout rather than hard commit. Snowball should target overextended frontliners or carries who have used mobility, with recast treated as a commitment check requiring team follow-up and an exit plan. Defensive empowered casts become comeback tools, allowing Rengar to soak key spells and survive the dangerous moment. Augment choices should address specific weaknesses rather than amplifying best-case burst. Ahead Rengar values durability, healing, shields, and disengage patterns if dying on exit, or mobility and sticking power if getting kited. Behind Rengar prioritizes access tools, survival options, or reliability over greedy damage-only choices. The fundamental rule is that ahead Rengar makes the lane feel unsafe without over-diving, while behind Rengar makes every enemy mistake expensive without pretending he can brute-force through five ready players.

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Champion Background

Lore / Identity / Text block

Background copy

Rengar the Pridestalker defines his playstyle in ARAM: Mayhem through aggressive brush usage and careful Ferocity management. His kit revolves around leaping from brush or camouflage, building Ferocity stacks to empower abilities, and executing burst combos on priority targets. The brush serves as both an offensive tool and a defensive mechanic, allowing Rengar to drop aggro during chaotic teamfights and reset auto-attacks for leap-auto combinations. Standing in the open trading autos with ranged champions results in losing trades, so constant repositioning into foliage is essential. Ferocity generation comes from exiting brush or breaking camouflage, with four stacks empowering the next ability to reset its cooldown and provide a stronger effect. Early on, stacking Ferocity on minions before committing to a champion all-in establishes kill pressure. Wasting the leap by walking up to enemies instead of jumping costs the gap-close, burst damage, and Ferocity generation, often leading to death before an empowered ability can be cast. Savagery functions as the primary damage button, resetting the auto-attack timer and granting attack speed. The empowered version delivers massive damage based on Attack Damage. Using this ability the moment a leap lands ensures damage output before enemies can react. Empowered Savagery should be saved for priority targets rather than tanks with high armor. Missing the auto-attack reset by casting too early significantly reduces damage output. Battle Roar provides magic damage and temporary resistances, with the empowered version healing based on recent damage taken. This serves as the survival tool when diving into the enemy team. Casting it immediately upon landing in the middle of enemies helps survive focus fire. Using empowered Battle Roar at full health wastes the heal value entirely, while holding it too long risks death before casting. Bola Strike offers the only reliable crowd control, slowing targets with the regular version and rooting them with the empowered version. This ability confirms kills on slippery targets and locks down high-value enemies for full burst combos. Missing the empowered bola leaves Rengar without tools to catch fleeing enemies and vulnerable with empty Ferocity. Thrill of the Hunt grants camouflage, movement speed, and vision of the nearest enemy champion while fully stacking Ferocity. This ultimate enables flanking maneuvers to bypass enemy frontlines and access the backline. Shorter cooldowns in Mayhem allow more frequent engages. Using the ultimate while enemies are grouped under their tower at full health leads to immediate death from crowd control and focus fire. Checking health bars and item spikes before engaging determines successful dives versus fatal mistakes.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Rengar wins in ARAM: Mayhem when he controls the moment of contact rather than forcing every possible engagement. The most critical mechanical mistake is leaping from brush the instant an enemy enters range without checking who stands behind them. This lands Rengar on the wrong target, reveals him in mid-lane, and exposes him to crowd control before securing a kill. The correct approach requires holding brush position until a carry steps past their frontline or uses a key disengage tool, since Rengar's jump should start a collapse rather than announce one. Spending empowered damage reflexively upon reaching Ferocity, especially while locked down or focused, sacrifices the button that could ensure survival or enable repositioning. Players must decide their empowered cast before entering a fight, committing to damage only when the target is isolated and enemy peel is down. When expecting crowd control or return burst, saving the empowered defensive option becomes essential. Throwing the bola after landing in melee without anticipating the enemy's escape path leaves Rengar without reliable follow-up against mobile champions. The bola should target where enemies need to move, not where they stand. Using the defensive roar too early, before enemies commit meaningful damage or control, allows opponents to wait out the safety window and punish afterward. Letting enemies spend something real first, then using the defensive cast to survive that exchange, proves far more effective. Treating Snowball as a guaranteed engage button and taking every second activation delivers Rengar into stacked teams, loses brush access, and invites chain crowd control. Snowball works best for marking priority targets or creating threat, with activation only when the team can follow or the landing spot offers an exit. Sometimes the best Snowball forces enemies to back up without taking it. Decision mistakes include building and playing for one-shot assassination against protected backlines with heavy peel, shields, or durable champions. When enemy backlines are protected, Rengar should seek flank timing, delayed entry, or bruiser-style trading around his frontline. Engaging first without team follow-up in range wastes his entire kit on a fight allies cannot join. Rengar can threaten from brush without committing, and that threat buys space by itself. Using ultimate or committing from stealth simply because an enemy carry is visible reveals intent too early, giving targets time to group tightly, hold defensive tools, or bait Rengar into their strongest zone. The threat window should be used to read movement, committing only when carries separate, waste dashes, or step near brush. Ignoring brush control and fighting only in lane center surrenders repeated jump access, makes approaches obvious, and allows ranged champions to poke before fights begin. Chasing low-health targets past the enemy team after burst fails to finish them abandons allies and runs into fresh cooldowns. Rengar proves strongest when converting one mistake into a fast numbers advantage rather than tunneling on a single target. Forcing fights while the team clears under pressure or waits on key health bars means jumping into enemies at their strongest moment. The clean Rengar game centers on making every jump answer a real enemy mistake, resetting when the angle is lost, slowing down after spending the wrong empowered cast, and letting bait targets live to punish the next one.

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FAQ

Rengar

FAQ

Is Rengar viable in ARAM: Mayhem or is he too squishy? He is very viable but plays differently than Summoner's Rift. You cannot farm the jungle for stacks, so your power comes from aggressive early all-ins and augments. Accept that you will die sometimes, and focus on deleting a high-value target before you go down. A 1-for-1 trade is often a win if you shut down the enemy carry. How do I gain Ferocity stacks without the jungle? Every ability generates one Ferocity, and reaching 4 stacks empowers your next ability. You can stack safely by hitting the wave with Bola Strike or using Battle Roar when multiple enemies are near. Do not wait for a perfect moment; generate stacks constantly so you are ready to burst. The Mayhem pace means you should almost always have Ferocity available. Which empowered ability should I use first? Savagery is your primary damage tool for bursting squishies. Use empowered Bola Strike if you need to root a mobile target that might escape your jump. Empowered Battle Roar is a defensive option for the heal and cleanse, useful when you are low and need to survive burst. Default to Savagery for damage, but react to the situation.

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