ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T3 Rank #73

Nautilus ARAM Mayhem Build & Best Augments

Nautilus role and playstyle: baseline role is tank support, with a core identity built around teamfight utility and damage output. The kit should be evaluated around its main cooldowns and teamfight pattern. Hextech augment reliance: Low: the champion can contribute even without perfect augment rolls. 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.

Nautilus Nautilus the Titan of the Depths Tank / Mage / Support
TierT3
Rank#73
Win Rate50.39%
Pick Rate0.83%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate55.31%
Pick Rate12.83%
#2
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate52.68%
Pick Rate8.34%
#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%.

Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

Win Rate51.17%
Pick Rate5.81%

Situational itemstop 12

Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

53.69%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

54.23%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

51.83%
Winter's Approach Winter's Approach Winter's Approach
Total Price
2,400
Price
300

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

55.62%
Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

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

54.16%
Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

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

53.74%
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%.

52.96%
Kaenic Rookern Kaenic Rookern Kaenic Rookern
Total Price
2,900
Price
800

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

54.59%
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%.

54.06%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Total Price
3,200
Price
650

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

52.64%
Frozen Heart Frozen Heart Frozen Heart
Total Price
2,500
Price
600

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

52.53%
Randuin's Omen Randuin's Omen Randuin's Omen
Total Price
2,700
Price
800

+350 Health +75 Armor Resilience Receive 30% less damage from Critical Strikes. Humility Slow nearby enemies by 70% for 2 seconds.

52.24%

Starting items

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

+350 Health

56.06%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

56.06%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

54.27%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

54.27%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

54.15%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

54.15%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

54.15%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
54.63%
Pick Rate
4.84%
Games
1,177

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
GoldT154.63%4.84%1,177
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.97%
Pick Rate
7.46%
Games
1,814

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

View augment details
PrismaticT153.97%7.46%1,814
Upgrade Thornmail Upgrade Thornmail Upgrade Thornmail Silver
Rarity
Silver
Tier
T3
Win Rate
53.97%
Pick Rate
4.51%
Games
1,097

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

View augment details
SilverT153.97%4.51%1,097
Quest: Icathia's Fall Quest: Icathia's Fall Quest: Icathia's Fall Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.27%
Pick Rate
6.11%
Games
1,485

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

View augment details
PrismaticT153.27%6.11%1,485
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.90%
Pick Rate
8.80%
Games
2,140

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

View augment details
PrismaticT152.90%8.80%2,140
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
52.87%
Pick Rate
6.24%
Games
1,517

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

View augment details
GoldT152.87%6.24%1,517
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
52.51%
Pick Rate
4.74%
Games
1,154

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

View augment details
SilverT152.51%4.74%1,154
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.27%
Pick Rate
4.90%
Games
1,192

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

View augment details
PrismaticT152.27%4.90%1,192
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
52.15%
Pick Rate
7.65%
Games
1,860

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

View augment details
SilverT152.15%7.65%1,860
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
51.83%
Pick Rate
22.13%
Games
5,383

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

View augment details
GoldT151.83%22.13%5,383
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
51.80%
Pick Rate
4.46%
Games
1,085

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

View augment details
SilverT151.80%4.46%1,085
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
51.55%
Pick Rate
19.91%
Games
4,842

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
GoldT151.55%19.91%4,842
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
51.45%
Pick Rate
7.82%
Games
1,903

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

View augment details
SilverT151.45%7.82%1,903
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
51.17%
Pick Rate
6.68%
Games
1,624

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

View augment details
SilverT151.17%6.68%1,624
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
51.12%
Pick Rate
14.51%
Games
3,529

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

View augment details
GoldT151.12%14.51%3,529
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
51.11%
Pick Rate
15.57%
Games
3,786

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
SilverT151.11%15.57%3,786
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
50.76%
Pick Rate
8.69%
Games
2,114

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT150.76%8.69%2,114
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
50.60%
Pick Rate
7.17%
Games
1,743

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
PrismaticT150.60%7.17%1,743
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
50.19%
Pick Rate
4.26%
Games
1,036

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
SilverT150.19%4.26%1,036
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
50.14%
Pick Rate
5.74%
Games
1,396

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

View augment details
GoldT150.14%5.74%1,396
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.02%
Pick Rate
8.93%
Games
2,171

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

View augment details
PrismaticT150.02%8.93%2,171
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
49.96%
Pick Rate
5.32%
Games
1,293

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
SilverT149.96%5.32%1,293
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
49.62%
Pick Rate
12.40%
Games
3,017

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

View augment details
GoldT149.62%12.40%3,017
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
49.47%
Pick Rate
6.93%
Games
1,686

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

View augment details
GoldT149.47%6.93%1,686
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
48.63%
Pick Rate
14.11%
Games
3,432

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

View augment details
GoldT148.63%14.11%3,432
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
47.95%
Pick Rate
5.22%
Games
1,270

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
GoldT147.95%5.22%1,270
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
47.03%
Pick Rate
4.92%
Games
1,197

Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance .

View augment details
GoldT147.03%4.92%1,197
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
57.86%
Pick Rate
2.38%
Games
579

Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration

View augment details
GoldT257.86%2.38%579
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
54.67%
Pick Rate
1.85%
Games
450

Gain 1750 upon acquiring this augment.

View augment details
GoldT254.67%1.85%450
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
53.78%
Pick Rate
2.01%
Games
489

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
SilverT253.78%2.01%489
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
53.32%
Pick Rate
3.04%
Games
739

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

View augment details
SilverT253.32%3.04%739
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
53.27%
Pick Rate
3.20%
Games
779

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

View augment details
GoldT253.27%3.20%779
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
52.64%
Pick Rate
3.12%
Games
758

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT252.64%3.12%758
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
52.37%
Pick Rate
1.73%
Games
422

Gain 2 Stat Anvils .

View augment details
SilverT252.37%1.73%422
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
51.68%
Pick Rate
2.69%
Games
654

Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
GoldT251.68%2.69%654
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.56%
Pick Rate
1.84%
Games
448

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
PrismaticT251.56%1.84%448
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
51.39%
Pick Rate
2.96%
Games
720

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
GoldT251.39%2.96%720
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
51.36%
Pick Rate
2.57%
Games
625

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
GoldT251.36%2.57%625
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.36%
Pick Rate
2.12%
Games
516

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

View augment details
PrismaticT251.36%2.12%516
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.25%
Pick Rate
2.29%
Games
558

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

View augment details
PrismaticT251.25%2.29%558
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
51.17%
Pick Rate
1.76%
Games
428

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
GoldT251.17%1.76%428
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
50.95%
Pick Rate
2.82%
Games
685

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
GoldT250.95%2.82%685
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.94%
Pick Rate
1.53%
Games
371

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

View augment details
PrismaticT250.94%1.53%371
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
50.59%
Pick Rate
2.11%
Games
512

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

View augment details
SilverT250.59%2.11%512
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
50.45%
Pick Rate
2.72%
Games
662

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
GoldT250.45%2.72%662
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
50.26%
Pick Rate
3.16%
Games
768

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
GoldT250.26%3.16%768
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
49.89%
Pick Rate
1.79%
Games
435

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
SilverT249.89%1.79%435
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
49.85%
Pick Rate
2.72%
Games
662

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
GoldT249.85%2.72%662
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
49.78%
Pick Rate
1.85%
Games
450

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

View augment details
GoldT249.78%1.85%450
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.73%
Pick Rate
2.28%
Games
555

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
PrismaticT249.73%2.28%555
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.53%
Pick Rate
2.17%
Games
529

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
PrismaticT249.53%2.17%529
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
49.47%
Pick Rate
1.94%
Games
473

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

View augment details
GoldT249.47%1.94%473
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
49.36%
Pick Rate
1.92%
Games
468

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
SilverT249.36%1.92%468
Mighty Shield Mighty Shield Mighty Shield Silver
Rarity
Silver
Tier
T5
Win Rate
49.13%
Pick Rate
2.37%
Games
576

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

View augment details
SilverT249.13%2.37%576
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.09%
Pick Rate
1.57%
Games
383

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

View augment details
PrismaticT249.09%1.57%383
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
48.64%
Pick Rate
3.02%
Games
734

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

View augment details
GoldT248.64%3.02%734
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
48.53%
Pick Rate
2.24%
Games
544

Grants 60 ability haste .

View augment details
GoldT248.53%2.24%544
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
48.43%
Pick Rate
1.57%
Games
382

Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it.

View augment details
SilverT248.43%1.57%382
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
48.40%
Pick Rate
3.08%
Games
748

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

View augment details
GoldT248.40%3.08%748
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
48.39%
Pick Rate
2.29%
Games
558

Grants 20% heal and shield power .

View augment details
SilverT248.39%2.29%558
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
48.39%
Pick Rate
2.04%
Games
496

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

View augment details
PrismaticT248.39%2.04%496
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
48.33%
Pick Rate
2.82%
Games
687

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
GoldT248.33%2.82%687
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
48.10%
Pick Rate
3.25%
Games
790

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
GoldT248.10%3.25%790
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
48.04%
Pick Rate
1.68%
Games
408

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

View augment details
GoldT248.04%1.68%408
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
47.83%
Pick Rate
1.61%
Games
391

Your abilities' mana costs are doubled, but you also gain 10% (+ 0. 5 % per 100 maximum mana) increased damage as well as self and outgoing healing and shielding .

View augment details
GoldT247.83%1.61%391
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
47.41%
Pick Rate
2.78%
Games
675

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

View augment details
SilverT247.41%2.78%675
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.31%
Pick Rate
1.91%
Games
465

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
PrismaticT247.31%1.91%465
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.07%
Pick Rate
1.52%
Games
369

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
PrismaticT246.07%1.52%369
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
46.02%
Pick Rate
1.71%
Games
415

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
GoldT246.02%1.71%415
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
45.67%
Pick Rate
1.71%
Games
416

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
GoldT245.67%1.71%416
Windspeaker's Blessing Windspeaker's Blessing Windspeaker's Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.12%
Pick Rate
1.71%
Games
417

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

View augment details
PrismaticT244.12%1.71%417
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
43.44%
Pick Rate
1.50%
Games
366

Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1. 5 % for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction.

View augment details
SilverT243.44%1.50%366
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.27%
Pick Rate
1.26%
Games
306

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

View augment details
PrismaticT353.27%1.26%306
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
53.05%
Pick Rate
1.08%
Games
262

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
SilverT353.05%1.08%262
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
52.84%
Pick Rate
0.94%
Games
229

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT352.84%0.94%229
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.43%
Pick Rate
0.76%
Games
185

Gain ability haste equal to 30% AP .

View augment details
PrismaticT352.43%0.76%185
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
52.05%
Pick Rate
0.90%
Games
219

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT352.05%0.90%219
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
51.96%
Pick Rate
0.84%
Games
204

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

View augment details
GoldT351.96%0.84%204
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.82%
Pick Rate
1.13%
Games
274

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
PrismaticT351.82%1.13%274
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
51.40%
Pick Rate
1.32%
Games
321

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
GoldT351.40%1.32%321
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.26%
Pick Rate
0.80%
Games
195

Replace a summoner spell with Droppybara . Droppybara: Call upon a massive capybara to land down at the target location after 2. 5 seconds, dealing true damage equal to the 30% of the target's maximum health to enemies within a 650 radius. Deals 70% damage to minions. This augment is only offered to up to 1 player on each team for a given game.

View augment details
PrismaticT350.26%0.80%195
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.17%
Pick Rate
1.22%
Games
297

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

View augment details
PrismaticT350.17%1.22%297
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
50.00%
Pick Rate
0.76%
Games
184

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
SilverT350.00%0.76%184
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.21%
Pick Rate
0.79%
Games
191

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
PrismaticT349.21%0.79%191
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.01%
Pick Rate
1.45%
Games
353

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

View augment details
PrismaticT349.01%1.45%353
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.89%
Pick Rate
1.11%
Games
270

After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
PrismaticT348.89%1.11%270
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
48.85%
Pick Rate
0.89%
Games
217

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

View augment details
GoldT348.85%0.89%217
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
48.41%
Pick Rate
1.16%
Games
283

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
PrismaticT348.41%1.16%283
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.37%
Pick Rate
0.76%
Games
184

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
PrismaticT348.37%0.76%184
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
47.98%
Pick Rate
0.71%
Games
173

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

View augment details
SilverT347.98%0.71%173
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.94%
Pick Rate
1.10%
Games
267

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
PrismaticT347.94%1.10%267
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
47.52%
Pick Rate
0.99%
Games
242

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
SilverT347.52%0.99%242
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
47.49%
Pick Rate
0.90%
Games
219

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT347.49%0.90%219
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
47.26%
Pick Rate
0.83%
Games
201

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

View augment details
GoldT347.26%0.83%201
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
45.97%
Pick Rate
0.87%
Games
211

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

View augment details
SilverT345.97%0.87%211
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.88%
Pick Rate
0.80%
Games
194

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

View augment details
PrismaticT345.88%0.80%194
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
44.75%
Pick Rate
0.74%
Games
181

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

View augment details
GoldT344.75%0.74%181
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
44.64%
Pick Rate
1.19%
Games
289

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
GoldT344.64%1.19%289
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
43.88%
Pick Rate
0.97%
Games
237

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

View augment details
GoldT343.88%0.97%237
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
43.21%
Pick Rate
1.00%
Games
243

Grants 18% armor penetration and magic penetration .

View augment details
GoldT343.21%1.00%243
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
42.31%
Pick Rate
0.86%
Games
208

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
PrismaticT342.31%0.86%208
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
42.29%
Pick Rate
0.72%
Games
175

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

View augment details
GoldT342.29%0.72%175
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
41.98%
Pick Rate
0.87%
Games
212

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

View augment details
SilverT341.98%0.87%212
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
36.14%
Pick Rate
0.83%
Games
202

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT336.14%0.83%202
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
61.54%
Pick Rate
0.43%
Games
104

你的敌人消失信号将发射一个飞弹至被信号标记的位置,这个飞弹会对敌人造成? + 10%已损失生命值的魔法伤害并治疗友军? + 10%已损失生命值。

View augment details
PrismaticT461.54%0.43%104
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
59.87%
Pick Rate
0.65%
Games
157

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
PrismaticT459.87%0.65%157
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
58.02%
Pick Rate
0.33%
Games
81

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT458.02%0.33%81
Stuck in Here With Me Stuck in Here With Me Stuck in Here With Me Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
55.83%
Pick Rate
0.49%
Games
120

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

View augment details
PrismaticT455.83%0.49%120
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
54.79%
Pick Rate
0.30%
Games
73

Gain ( 75 / 50) bonus attack range.

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SilverT454.79%0.30%73
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
54.22%
Pick Rate
0.34%
Games
83

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

View augment details
SilverT454.22%0.34%83
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
54.10%
Pick Rate
0.50%
Games
122

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

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SilverT454.10%0.50%122
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
54.05%
Pick Rate
0.46%
Games
111

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
GoldT454.05%0.46%111
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.25%
Pick Rate
0.32%
Games
77

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

View augment details
PrismaticT453.25%0.32%77
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
52.33%
Pick Rate
0.35%
Games
86

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
SilverT452.33%0.35%86
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
51.39%
Pick Rate
0.30%
Games
72

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

View augment details
SilverT451.39%0.30%72
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
51.38%
Pick Rate
0.45%
Games
109

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
GoldT451.38%0.45%109
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.59%
Pick Rate
0.35%
Games
85

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
PrismaticT450.59%0.35%85
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.44%
Pick Rate
0.46%
Games
113

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
PrismaticT450.44%0.46%113
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
50.34%
Pick Rate
0.61%
Games
149

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
SilverT450.34%0.61%149
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
50.00%
Pick Rate
0.67%
Games
164

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
SilverT450.00%0.67%164
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
49.37%
Pick Rate
0.32%
Games
79

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

View augment details
SilverT449.37%0.32%79
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
48.63%
Pick Rate
0.60%
Games
146

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

View augment details
GoldT448.63%0.60%146
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.03%
Pick Rate
0.62%
Games
152

Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste.

View augment details
PrismaticT448.03%0.62%152
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
46.36%
Pick Rate
0.62%
Games
151

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
PrismaticT446.36%0.62%151
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.83%
Pick Rate
0.59%
Games
144

Grants 3 random Dragon Souls .

View augment details
PrismaticT445.83%0.59%144
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
45.74%
Pick Rate
0.39%
Games
94

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

View augment details
SilverT445.74%0.39%94
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
45.45%
Pick Rate
0.32%
Games
77

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT445.45%0.32%77
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
44.83%
Pick Rate
0.48%
Games
116

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
GoldT444.83%0.48%116
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
42.99%
Pick Rate
0.44%
Games
107

Upon dropping below 35% of your maximum health , you knock back all enemies within a 500 radius by 750 units and slow them by 90% for 1. 5 seconds (25 second cooldown, resets upon death).

View augment details
SilverT442.99%0.44%107
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
42.86%
Pick Rate
0.29%
Games
70

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
PrismaticT442.86%0.29%70
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
41.59%
Pick Rate
0.46%
Games
113

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
GoldT441.59%0.46%113
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
41.38%
Pick Rate
0.36%
Games
87

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

View augment details
PrismaticT441.38%0.36%87
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
41.30%
Pick Rate
0.38%
Games
92

Grants 50% critical strike chance .

View augment details
GoldT441.30%0.38%92
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
41.23%
Pick Rate
0.47%
Games
114

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

View augment details
PrismaticT441.23%0.47%114
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.18%
Pick Rate
0.35%
Games
85

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

View augment details
PrismaticT441.18%0.35%85
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
40.54%
Pick Rate
0.30%
Games
74

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

View augment details
PrismaticT440.54%0.30%74
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
36.00%
Pick Rate
0.31%
Games
75

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

View augment details
GoldT436.00%0.31%75
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
58.62%
Pick Rate
0.24%
Games
58

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
PrismaticT558.62%0.24%58
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
54.24%
Pick Rate
0.24%
Games
59

Grants 60% bonus attack speed .

View augment details
SilverT554.24%0.24%59
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
46.77%
Pick Rate
0.25%
Games
62

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

View augment details
SilverT546.77%0.25%62
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
45.76%
Pick Rate
0.24%
Games
59

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

View augment details
SilverT545.76%0.24%59
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.61%
Pick Rate
0.23%
Games
57

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
PrismaticT545.61%0.23%57
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
39.34%
Pick Rate
0.25%
Games
61

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT539.34%0.25%61

Nautilus Skill Combos

Extracted from the skill order guide

Skill Order
REWQ

Default order: R > E > W > Q.

RWEQ

Shield, durability, or frontline-stacking augments: R > W > E > Q, or R > E > W > Q with an early extra point in W.

REQW

Hook, engage, or pick-focused augments: R > E > Q > W only when your team can immediately kill the target you catch.

REWQ

Max E first, max W second, and leave Q for last unless your game is clearly built around repeated picks.

Nautilus Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Nautilus counters these champions in ARAM: Mayhem.

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

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

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

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

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

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

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

Read counter details

Countered By

5

Nautilus is countered by these champions in ARAM: Mayhem.

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

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

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

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

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

Sivir Sivir Sivir T3
Tier
T3
Rank
#78
Win Rate
50.30%
Pick Rate
0.72%

Sivir is a backline marksman built around safe waveclear, bouncing damage, and teamwide engage speed. She is not the longest-range carry, so her usual pattern is simple: clear the wave, tag clustered enemies with ricochets, block one key spell with her shield, then help the team sprint into a winning fight. In ARAM: Mayhem, Sivir feels more explosive because fights happen often and augments can sharpen her best habits: constant lane pressure, repeated poke through grouped targets, or faster cleanup once a fight breaks open. She is easy to start with, but she still needs discipline. If you waste your spell shield or stand too far forward, divers and hard engage can punish her quickly. Pick Sivir when your team wants a steady physical damage carry who can control minion waves and turn small openings into full-team chases. Play around your frontline, hit whoever is safe, and use your ultimate to start a clean engage or rescue a messy retreat. View champion guide

Read counter details

Nautilus Team Comp Highlights

Partner patterns extracted from the team comp guide

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

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

Miss Fortune

Nautilus pins targets in place long enough for Miss Fortune to channel damage safely. His engage creates a clear line for her to fire through, and his ultimate can disrupt the enemy backline if they try to walk out together.

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

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

Orianna

Orianna gives Nautilus a second layer of engage. He provides the body that walks into the enemy team, while she adds burst and zone control around the point where enemies are forced to clump.

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

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

Yasuo

Nautilus gives Yasuo reliable access to airborne targets and messy close-range fights. Yasuo rewards Nautilus for starting on priority champions because he can instantly convert that crowd control into burst and cleanup pressure.

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

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

Jinx

Nautilus gives Jinx the stable first takedown she needs to snowball a fight. He locks a target down, stands between Jinx and divers, and forces enemies to either burn tools on him or let Jinx free-hit.

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

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

Brand

Brand loves enemies who are held in place or forced to group. Nautilus supplies the catch and the body contact, while Brand adds layered area damage that punishes anyone trying to save the first target.

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

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

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

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

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

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

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

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

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

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

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

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

Synergy mechanism: Nautilus pins targets in place long enough for Miss Fortune to channel damage safely. His engage creates a clear line for her to fire through, and his ultimate can disrupt the enemy backline if they try to walk out together. Combo: Nautilus looks for a hook on a carry or a frontliner standing too far forward. Once the target is locked down, Miss Fortune drops her area slow and starts her channel from behind him. If enemies collapse onto her, Nautilus turns from engage to peel and uses his remaining crowd control to stop the diver instead of chasing. Best scenario: This pairing is brutal when the enemy team has short-range champions forced to walk through the lane. Nautilus does not need a perfect hook on the enemy carry; catching the tank can still group the fight in a straight line, which gives Miss Fortune a clean damage angle. Enemy answer: Enemies should spread before Nautilus commits, hold displacement or hard crowd control for Miss Fortune’s channel, and bait Nautilus into engaging too deep before her damage is in range. Failure risk: If Nautilus hooks past the enemy frontline while Miss Fortune is blocked by minions, terrain, or threat range, he dies before the damage lands. The team also loses if Miss Fortune starts channeling before the enemy crowd control is spent. Recovery: After a failed engage, Nautilus should stop fishing for hero hooks and play directly in front of Miss Fortune. Let her clear the wave, punish divers, then re-engage only when the enemy uses mobility or key control first. 2. Orianna Synergy mechanism: Orianna gives Nautilus a second layer of engage. He provides the body that walks into the enemy team, while she adds burst and zone control around the point where enemies are forced to clump. Combo: Orianna places the ball on Nautilus before he steps up. Nautilus threatens hook or Snowball, then commits when multiple enemies are close enough to be punished. Orianna follows with her displacement and damage as Nautilus keeps the main target from escaping. Best scenario: This is best against teams that need to hold one narrow lane position. If the enemy carries stand behind their frontline, Nautilus can engage the front target and still drag the fight into Orianna’s area control. The combo does not require chasing forever; it wins by forcing enemies to fight where the ball already is. Enemy answer: Enemies should track the ball, back away when it sits on Nautilus, and poke him before he reaches hook range. They can also split to both sides of the lane so one engage does not catch the whole team. Failure risk: The combo fails when Nautilus goes in while Orianna’s ball is elsewhere or when he engages after Orianna has used her main control tools to waveclear. It also fails if he dives so far that Orianna cannot safely walk up. Recovery: If the first setup is denied, Nautilus should hold the front line and let Orianna control space with the ball. Threat is enough. Do not force into open ground; wait until enemies group around a health pack, minion wave, or low-health teammate. 3. Yasuo Synergy mechanism: Nautilus gives Yasuo reliable access to airborne targets and messy close-range fights. Yasuo rewards Nautilus for starting on priority champions because he can instantly convert that crowd control into burst and cleanup pressure. Combo: Nautilus marks a target with hook or ultimate, Yasuo follows the knock-up window, then Nautilus stays attached to the same target until Yasuo finishes the first kill or forces defensive tools. If the enemy backline retreats, Nautilus should body-block and peel rather than chase past Yasuo’s reach. Best scenario: This pair shines when the enemy team has immobile carries protected by one frontline champion. Nautilus can start on the protector, force the backline to stack behind them, and give Yasuo a clean entry without asking him to dash blindly through poke. Enemy answer: Enemies should break line of approach, hold disengage for Yasuo’s entry, and avoid standing behind the first target Nautilus ultimates. Exhaust-style damage reduction, shields, and immediate peel can also buy time until Nautilus is overextended. Failure risk: If Yasuo enters before Nautilus has actually locked someone down, he can be focused first. If Nautilus uses his engage on a target Yasuo cannot reach, the combo becomes two separate dives instead of one kill sequence. Recovery: When the all-in misses, Nautilus should retreat toward Yasuo and protect him through the counter-engage. The next fight should start from enemy cooldowns, not ego. Wait for someone to dash, step up for poke, or clump near the wave before committing again. 4. Jinx Synergy mechanism: Nautilus gives Jinx the stable first takedown she needs to snowball a fight. He locks a target down, stands between Jinx and divers, and forces enemies to either burn tools on him or let Jinx free-hit. Combo: Nautilus hooks or ultimates the closest punishable target. Jinx follows with traps placed where the target must retreat, then swaps into sustained damage while Nautilus keeps the enemy frontline busy. If the first target drops low, Jinx can use her execute pressure to start the reset chain. Best scenario: This is strongest against teams that lack long-range poke but have to walk forward to fight. Nautilus can keep fights simple: catch the nearest enemy, hold them in Jinx’s range, and let her scale the skirmish from one kill into several. Enemy answer: Enemies should attack Jinx from angles Nautilus cannot cover, force his crowd control onto tanks, and disengage immediately after he misses hook. Long-range poke also pressures this pair because Jinx may be too low to follow when Nautilus finally finds an engage. Failure risk: The biggest risk is Nautilus diving away from Jinx. If he leaves her exposed, assassins and bruisers can ignore him and kill the actual damage source. Another risk is forcing when Jinx is reloading position, trapped behind wave, or too far back to hit the target. Recovery: If Jinx gets pressured, Nautilus must abandon the chase and peel first. Stand on top of her, punish the diver, then use the next minion wave to reset spacing. A protected Jinx gives Nautilus more value than a low-odds hook under the enemy team. 5. Brand Synergy mechanism: Brand loves enemies who are held in place or forced to group. Nautilus supplies the catch and the body contact, while Brand adds layered area damage that punishes anyone trying to save the first target. Combo: Nautilus engages on a target near teammates, then Brand drops his area spells into the crowd instead of tunneling only the hooked champion. Nautilus should stay close enough to keep enemies inside the damage zone, but not so deep that Brand cannot follow without being engaged himself. Best scenario: This pairing is excellent into melee-heavy teams and deathball comps. When enemies want to collapse together, Nautilus starts the clump and Brand makes the rescue attempt expensive. Even a catch on a tank can win if the enemy carries step forward to help. Enemy answer: Enemies should spread out, poke before committing, and avoid stacking around the first player Nautilus catches. They can also bait Nautilus into engaging a durable target, then disengage before Brand’s full damage connects. Failure risk: If Nautilus engages before Brand is in range, the fight becomes a tank walking into five people. If Brand spends key damage on waveclear right before Nautilus commits, the team loses the punish window. Recovery: Slow the pace after a failed all-in. Nautilus should use threat to protect Brand while he pokes and waits for spells again. The next engage should happen after Brand has already softened the enemy team or forced them to stand near low-health allies.

The team functions Nautilus needs most are follow-up burst, sustained backline damage, and a second form of control after his engage. He can start fights, but he should not be asked to kill targets alone. He also needs at least one teammate who can punish enemies for collapsing on him, because good opponents will bait his hook, kite backward, then hit him while his team is still walking up. Put damage behind him, keep one peel tool for your carry, and Nautilus becomes a fight starter instead of just a brave target dummy.

Nautilus ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Engage RoleNautilus plays as the first body in, standing near the wave to threaten hooks and start fights whenever someone missteps, relying on durability and point-and-click ultimate.He must swap between engage and peel faster, sometimes holding Q and ultimate to protect carries with strong augments rather than starting fights blindly.Shift from automatic frontline to reactive pick-and-peel controller based on team needs.
Hook UsageDredge Line is often used as the fight starter to catch squishy targets through minion wave gaps and force enemies to react, creating space even if targets survive.The hook is more valuable as a punish tool than a random opener; wait for enemies to spend movement tools or overextend before committing.Wait for movement-locked targets instead of fishing for hooks on cooldown.
Ultimate TargetingUlting the enemy marksman or mage is often correct by default since backline carries are the consistent priority targets for disruption.The best target is whoever has the current augment-powered window to decide the fight, which may be a reset assassin, diver, or fed bruiser.Ult based on who is currently strongest, not just traditional carry roles.
Snowball TimingSnowball helps solve range problems; landing it lets you enter, apply passive, use E, then Q or R as needed to start fights.Diving in can get you killed before your team arrives; land Snowball, wait, then take it only if your team is close enough to follow.Use Snowball to counter-engage or follow overcommits rather than as blind engage.
Teamfight PositioningNautilus often sits at the front edge of the wave and threatens hook, since many fights begin from poke patterns and small positioning errors.Standing too far ahead can isolate you; stand one step in front of carries against dive, only moving forward when your team is ready to follow.Position where your next spell matters rather than always being the furthest forward.

Champion Analysis

Role / Current performance

Overview

Nautilus the Titan of the Depths stands as one of the most imposing tank-support champions in League of Legends, and in ARAM: Mayhem, he reigns as a king of crowd control capable of delivering devastating chain-CC in the confined corridors of the Howling Abyss. As a tank-support and primary engage champion, Nautilus excels at initiating fights and controlling enemy backlines with his powerful crowd control kit. His core strength lies in Q, Dredge Line, which pulls him to a target or the target to him, serving as an excellent engage tool. In ARAM, this ability becomes his primary method of starting fights. Players should hook enemy backline targets to pull themselves into range, then coordinate with their team for quick eliminations. The ability can travel through walls for surprise engages, adding tactical flexibility to his approach. Nautilus's W, Titan's Wrath, grants him a shield for survivability, while his E, Riptide, provides AoE damage and a slow to control clustered enemies. His ultimate, Depth Charge, ranks among the strongest crowd control abilities in ARAM, knocking up all enemies along its path. Players should aim for the enemy backline, as even if the ultimate does not directly hit the primary target, the knock-up disrupts enemy formations and creates chaos in teamfights. His passive adds another layer of strategy, causing auto-attacks against crowd-controlled targets to deal bonus max-HP magic damage. After landing Q or R, following up with auto-attacks significantly increases damage output, making Nautilus more than just a CC bot. Alongside Leona, Nautilus forms a formidable tank-support duo in ARAM, amplifying his value in coordinated team compositions. Nautilus's strengths include powerful Q engage, massive R crowd control, strong base tankiness, and a passive that amplifies single-target damage. He can easily reach and control enemy backlines, making him a dominant presence on the Howling Abyss. However, he suffers from poor mobility, is easily kited, lacks sustain, and has a long R cooldown. Against highly mobile champions, his Q can be dodged, requiring patience and precise timing from players who must wait for the right moment to commit. His connections to Illaoi and Fizz as fellow Bilgewater champions add thematic depth, though his primary strategic value remains his ability to chain crowd control and initiate fights in ARAM's single-lane environment.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Nautilus wins Mayhem fights by making the first clean touch count. Do not throw hook just because the lane is narrow. Hold it until a carry steps past minions, a diver commits onto your backline, or your team is close enough to spend damage immediately. If your hook lands and nobody can follow, you have only moved yourself into five players. Engage from angles, not from the exact center of the lane. Stand slightly off to one side so the enemy has to respect both the hook line and your walk-up. Use minion waves as a countdown. If the enemy caster minions are low, walk forward before they disappear. Many players relax right after a wave dies, and that is your best hook window. Do not always start with hook. If an enemy melee champion walks into you, auto them first to apply your point-and-click lockdown pattern, then layer your other crowd control. Save hook for their dash or escape. Use ultimate to force the real fight. Target a backline champion when your team can move forward behind the knock-up path. If the backline is grouped tightly, ult the carry positioned deepest in the line so the disruption travels through more bodies. Your best fights often start after the enemy dives first. Stand close enough to your carries that assassins and bruisers cannot pass through for free. When a diver arrives, root or knock them up before chasing anyone else. Peel in layers. Use the quickest control first when the threat is already on top of your teammate, then hook as they try to leave. Body-block with purpose. Step between your carry and incoming skillshots only when your shield or defensive augments are ready, or when blocking the spell saves a high-value teammate. Hook terrain when the engage fails. If your hook misses a champion but you still have a wall angle, pull yourself out instead of walking backward in a straight line. Retreat diagonally. Move toward the side with your team, relic, or minion cover. Stop chasing when your shield is gone and your team is behind you. If the target survives the first burst, turn and protect the damage dealers who followed you in. Control the lane width with your body. Stand where the enemy carry wants to stand. If you threaten the carry's dodge space, even a missed hook can force them away from minions and relic access. Respect enemy poke before you engage. If your team is already chunked, walking forward may bait your own side into a bad fight. Use brush as pressure, not as a hiding place forever. Hook the target your team can kill, not the target you personally want. A low-mobility mage in range of your carries is usually better than a tank with defensive tools ready. Against heavy dive, prioritize the first enemy to cross the midpoint. Against poke comps, look for the immobile damage source and use Snowball, side angles, or ultimate to create a forced engage. Snowball is best when it solves the minion problem. Tag a nearby champion or frontline target, wait for your team to move, then take the dash only when the follow-up is real. Do not Snowball into unbroken enemy formation without a plan. Trigger engage augments when the enemy is already committed to a dodge path. Defensive augments are strongest just before contact, not after you are already low. Push when your team has cooldowns and health. When behind, do not perma-clear from the front. Let ranged teammates thin the wave while you hold hook for anyone diving.

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Playstyle Guide

Playstyle / Team structure

Play guide

Nautilus controls ARAM through space ownership, disciplined engage timing, and adaptive positioning across three distinct game phases. During early levels 1-6, he should start slightly ahead of his carries to claim middle brush and space around low-health minions, but never so far forward that he takes free damage from five enemies. His trading rhythm favors short, unfair exchanges: hook enemies trapped behind their minion wave, walking sideways near walls, or using poke spells. If a hook lands and teammates are ready, he commits for a quick root chain and backs out after one rotation. Missing an engage creates a punish window for the enemy, so he stops walking forward after a missed hook. Snowball serves as a test rather than a guaranteed commit—he takes it when the enemy backline has used mobility, when allies have minions to walk behind, or when landing it forces retreat. He should not take every Snowball mark; letting it expire maintains lane control when carries are clearing, health is low, or the target stands under four teammates. Early augment choices should prioritize reaching the fight and surviving burst, with durability, shield value, crowd-control follow-up, or ability-haste options preferred over greedy damage when the team needs a real front line. The push-or-stall decision depends on team composition: push when allies have safer waveclear and Nautilus can front brush without being chunked, creating hook angles past minions and forcing enemies toward walls; stall when outranged or low on health, body-blocking only essential damage and saving hooks to stop dives rather than start them. When ahead, he moves forward with the next wave, threatens side angles, and forces enemies to farm under pressure. When behind, he stops fishing from max range, plays closer to carries, and peels for divers—a rooted diver is often a better target than an unreachable backline champion. Mid levels 7-11 represent Nautilus's most active stage. He positions one step ahead of damage dealers, shifting between center lane and brush to make enemies see him without knowing the engage angle. Mid-game trades need clear targets and exits: hooking tanks is acceptable only when allies can shred them or it opens backline access; hooking carries is better only if he survives return fire. Once crowd control is spent, he either keeps body-blocking or backs out behind the next wave, never hovering at half health in front of five enemies. Snowball becomes his best way to bypass minions and punish greedy poke champions, but he checks distance before taking the mark to ensure allies can hit the same target. Augment choices define his fight pattern: tankier builds allow leading from the front, while engage-focused builds favor repeated threats. When ahead, he chains fights instead of giving free resets. When behind, he saves ultimate lockdown for the champion dealing the most damage or the assassin trying to reach his backline. Late levels 12+ demand discipline. One missed hook can cost a turret, inhibitor, or the game, so he fishes only when the reward is real—an exposed carry, a champion without escape, or a target allies can instantly collapse on. Snowball becomes a fight button rather than poke, winning games when landed on backline champions if the team is in range and lockdown is ready. Against assassins or hard dive, he positions slightly behind vulnerable carries, making enemies walk through him first. When ahead late, he avoids giving shutdowns by diving too deep, instead forcing enemies to defend under pressure and engaging the first carry who steps forward to clear.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Nautilus the Titan of the Depths excels at translating small leads into repeated forced fights through his easily understood threat: any enemy stepping too far forward can start a chain that teammates finish. When ahead, Nautilus should control space before controlling champions by walking up and threatening hook angles that force enemies to choose between losing ground or eating engage. Even without casting, this pressure denies minions, health relic access, and safe poke positions. A critical ahead mistake is throwing hook into minions or terrain with no follow-up nearby, which surrenders the entire pressure window. When ahead, Nautilus must convert picks into safe fights rather than messy overextensions. After a successful hook, he should stay between the caught target and their team unless carries need peel more than chase. Walking through targets lets assassins and divers punish the backline while Nautilus occupies the wrong position. His ultimate gains more value when used to deny escape or break enemy formation after the team is already moving forward, rather than opening every fight with it. Snowball should only be taken if the team can cross during travel or if the hit target is isolated, as Snowball is not permission to enter alone against five champions. Durability augments when ahead let Nautilus stand in hook range longer, forcing enemies to respect his presence. Ability haste augments enable staggered control rather than dumping every tool into an already-dying target. Movement and engage-range augments make throws easier if used from deeper angles rather than safer ones. Shield and recovery augments cover Nautilus's post-commit weakness but should not be treated as immortality. Classic ahead throws include fighting without a wave when carries need minion cover, hooking tanks the enemy wants hit, chasing past health relics or deep into enemy spawn-side space, and abandoning carries after winning first kill. When behind, Nautilus must stop trying to be primary engage every time. His health bar no longer guarantees surviving long enough for teammates to arrive. He should play shorter and closer to damage, with comeback fights beginning when enemies overstep into his range rather than forcing long-distance engages into better-equipped champions. The priority shifts to stabilizing first, then seeking punish windows. Behind Nautilus should stand in front of carries but behind the point where a missed hook invites collapse. When enemy divers enter the backline, he peels first rather than switching to chase. He threatens hook from fogged angles after enemies use movement, understanding that a held hook still controls space while a missed hook signals enemies can walk in freely. Comeback engages should target isolated enemies rather than perfect targets, with the practical test being whether teammates can damage and retreat. Ultimate can be saved defensively to break enemy engages. Snowball becomes a comeback tool only when it safely fixes distance against isolated or crowd-controlled targets. Defensive augments prioritize surviving the first enemy rotation, while haste augments enable peel chains for multiple threats. Movement augments should reposition between carry and enemy rather than starting fights. Sustain augments help teams losing through poke wait out enemy cooldowns. The fundamental rule remains consistent: ahead Nautilus compresses enemy space and forces clean picks without overchasing, while behind Nautilus protects damage, punishes overextensions, and only engages when his team can hit the same target.

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Champion Background

Lore / Identity / Text block

Background copy

Nautilus the Titan of the Depths is a crowd control-heavy tank whose identity in ARAM: Mayhem revolves around layered lockdown, engage flexibility, and frontline durability in the mode's narrow, fast-starting fights. His passive, Staggering Blow, empowers his first basic attack against each target with a root, making it a target-by-target tool rather than a single-use ability. This passive serves as the glue between his spells, enabling Q into auto for a real stop on engage, R into auto to prevent escape attempts, and auto after E as a peel pattern against divers. In Mayhem's cramped space, the passive excels at stopping dashes, peeling divers, and keeping marked targets inside your team's damage, though enemies can kite the auto range, use displacement or cleanse tools, or force wasted roots on low-value targets. Q, Dredge Line, functions as both engage and movement, pulling Nautilus and his target together or pulling himself to terrain. The single-lane layout makes Q threatening but also dangerous, as raw max-range hooks into five ready enemies often result in death before follow-up arrives. Q is blocked by the first valid unit or terrain, requiring careful attention to minion lines before throwing. The spell defines Nautilus' pick pressure and engage access, with missing Q removing his strongest threat window and hooking the wrong target potentially pulling him into fights his team did not want. W, Titan's Wrath, provides a shield and empowered autos, serving as Nautilus' main durability button when committing. In Mayhem's explosive fights, W should be pressed before enemy return damage lands, not after Nautilus is already nearly dead. It grants permission to stand in the dangerous part of fights, absorbing damage while crowd control chains resolve. E, Riptide, delivers short-range area control through damaging waves that slow nearby enemies, strongest when enemies are forced to move through Nautilus' zone rather than as long-range poke. R, Depth Charge, offers point-and-click reliability, sending a knockup charge through enemies toward a locked target. It excels at forcing fights through crowded lanes, with optimal use targeting backline carries when the path disrupts multiple enemies, or divers when instant peel matters more than engage. R can start fights, counter-engage, or split enemy lines, making it Nautilus' most dependable high-impact crowd control tool. The champion's strategic identity centers on deciding between engaging enemy backlines or peeling for carries, denying enemy engage waves rather than simply starting first, and managing threat windows so that wasted abilities do not leave his team vulnerable to punishment.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Nautilus is easy to start fights with, but Mayhem punishes lazy engages hard. The core mistake players make is treating hook as something to throw rather than a tool that must connect with the right target, at the right distance, with enough team follow-up that crowd control becomes a kill instead of a donation. Mechanical errors often begin with throwing hook through minion waves or into crowded terrain without checking the line first. This hits the wrong object, loses engage threat, and gives enemies a free window to punish. The correct approach is stepping sideways, waiting for minions to thin, or threatening angles until a champion must respect them. Nautilus becomes much scarier when enemies know the hook is available. Similarly, hooking at maximum range just because a target appears often leaves Nautilus too far ahead of his team, allowing enemies to collapse before allies can convert the catch. Players should check team position before firing and hold the hook if damage dealers are clearing, buying, retreating, or locked behind terrain. Using passive root on the first enemy in reach without considering priority wastes the ability on tanks or low-value frontliners while the real threat remains free. The first auto should target the champion whose movement matters most. Shield timing also matters critically. Pressing shield after taking full burst instead of before the enemy unloads damage loses the shield's value and often turns engage into quick death. Nautilus survives by absorbing the first response, not by healing back later. Layering all crowd control on one target instantly when the team is not ready to burst lets the target survive and escape, leaving nothing for counter-engage. Control should be staggered. Ultimate should target priority enemies rather than automatically hitting the nearest champion, and Snowball should be treated as a commitment tool rather than a reflex, taken only when the team can move together or the target justifies the trade. Decision mistakes include engaging out of boredom when the team lacks wave, health, or key damage dealers. Fights should start when allies are in range, the wave provides space, or enemies have overextended. Building and playing like a pure carry when the team needs a frontliner leaves carries without safe space. Players must decide before each fight whether they are the engager or the bodyguard, and against assassins or divers, standing next to the carry often beats hooking forward. Forcing fights into enemy zones, traps, and narrow choke points where the team cannot safely follow puts the fight on enemy terms. Enemies should be pulled out of strong positions rather than dived into. Chasing low-health targets past the enemy team after a successful engage leaves the team without a frontline and often trades Nautilus's life for no objective gain. After winning the first pick, players should turn back and help claim space, as the second fight in ARAM: Mayhem often starts immediately. Treating every death as acceptable because Nautilus is a tank costs the team its main engage and peel tool. A dead Nautilus cannot threaten hook, block skillshots, or stop divers. Life should be traded only when the team gains a clear kill, wins the fight, or saves a high-value carry. Finally, repeating the same engage pattern after enemies adapt allows them to bait hooks, spread for ultimate, or punish landing spots. Players must change their approach, sometimes walking forward without hooking, holding ultimate until the carry shows, or peeling first and engaging second after enemies waste their own tools. Nautilus is strongest when enemies must guess whether the next step is a hook, a peel turn, or a full commit.

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FAQ

Nautilus

FAQ

Is Nautilus a frontliner or an engage support in ARAM: Mayhem? Nautilus is both, but he plays best when he starts fights on targets his team can actually reach. If your carries are close enough to follow, hook or ultimate the enemy who stepped too far forward and turn that catch into a numbers advantage. The tradeoff is that a bad engage leaves you stuck in the enemy team with no easy way out. When should I use Nautilus hook? Use hook when the target is isolated, already slowed, or standing near terrain where they cannot sidestep easily. If the enemy has strong peel or instant counter-engage, hold the hook until they spend a key defensive tool first. Missing it is a real punish window because Nautilus loses a lot of threat while he waits to re-enter the fight. Should I hook the tank or wait for a carry? Hook the tank only when your team wants to burn the frontline or when the tank is overextended without backup. If an enemy carry is in range and your team can follow, save your engage for them because Nautilus is strongest when he forces fragile champions to play scared. The risk is greed: waiting too long for the perfect carry hook can give the enemy free poke and space.

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