ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T1 Rank #41

Viktor ARAM Mayhem Build & Best Augments

Viktor role and playstyle: baseline role is AP mage mid-lane style, with a core identity built around sustained DPS. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Key ARAM traits include wide-area impact. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Execution varies by matchup, but positioning and cooldown discipline remain important. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Viktor Viktor the Herald of the Arcane Fighter / Mage
TierT1
Rank#41
Win Rate54.17%
Pick Rate0.56%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

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

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

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

+12 Magic Penetration +45 Move Speed

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

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

Win Rate49.52%
Pick Rate19.16%
#2
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

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

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

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

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

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

Win Rate56.73%
Pick Rate12.23%
#3
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

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

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

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

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

+12 Magic Penetration +45 Move Speed

Win Rate57.19%
Pick Rate6.93%

Situational itemstop 12

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

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

55.47%
Rabadon's Deathcap Rabadon's Deathcap Rabadon's Deathcap
Total Price
3,500
Price
1,100

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

55.00%
Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

53.80%
Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

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

54.29%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

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

63.28%
Riftmaker Riftmaker Riftmaker
Total Price
3,100
Price
950

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

57.70%
Bloodletter's Curse Bloodletter's Curse Bloodletter's Curse
Total Price
2,900
Price
750

+65 Ability Power +400 Health +15 Ability Haste Vile Decay: Dealing magic damage with abilities or passives to champions reduces their Magic Resist by 7.5% for 6 seconds, up to 30%.

60.95%
Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

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

58.46%
Archangel's Staff Archangel's Staff Archangel's Staff
Total Price
2,900
Price
450

+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.

56.84%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

56.38%
Lich Bane Lich Bane Lich Bane
Total Price
2,900
Price
250

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

55.51%
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

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

59.46%

Starting items

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

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

55.04%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

58.57%
Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Total Price
1,300
Price
200

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

58.57%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

57.83%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

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

57.83%

Core items

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

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

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

+12 Magic Penetration +45 Move Speed

Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

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

Win Rate49.28%
Pick Rate23.14%
#2
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

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

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

+12 Magic Penetration +45 Move Speed

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

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

Win Rate45.92%
Pick Rate6.82%
#3
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

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

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

+12 Magic Penetration +45 Move Speed

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

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

Win Rate51.78%
Pick Rate6.79%

Situational itemstop 12

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

+12 Magic Penetration +45 Move Speed

50.09%
Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

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

50.06%
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

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

50.07%
Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

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

49.64%
Rabadon's Deathcap Rabadon's Deathcap Rabadon's Deathcap
Total Price
3,500
Price
1,100

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

51.56%
Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

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

49.93%
Lich Bane Lich Bane Lich Bane
Total Price
2,900
Price
250

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

51.09%
Blackfire Torch Blackfire Torch Blackfire Torch
Total Price
2,800
Price
700

+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.

51.47%
Void Staff Void Staff Void Staff
Total Price
3,000
Price
1,050

+95 Ability Power +40% Magic Penetration

48.19%
Zhonya's Hourglass Zhonya's Hourglass Zhonya's Hourglass
Total Price
3,250
Price
450

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

46.83%
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

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

49.76%
Morellonomicon Morellonomicon Morellonomicon
Total Price
2,850
Price
400

+75 Ability Power +350 Health +15 Ability Haste Grievous Wounds: Dealing magic damage to champions applies 40% Wounds for 3 seconds.

44.65%

Starting items

Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

51.10%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

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

51.10%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

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

51.69%
Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Total Price
1,300
Price
200

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

50.29%

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
55.59%
Pick Rate
6.37%
Games
1,243

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
GoldT155.59%6.37%1,243
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
55.57%
Pick Rate
7.41%
Games
1,445

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

View augment details
GoldT155.57%7.41%1,445
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
54.52%
Pick Rate
6.35%
Games
1,238

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
GoldT154.52%6.35%1,238
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
54.28%
Pick Rate
5.15%
Games
1,004

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
SilverT154.28%5.15%1,004
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
54.09%
Pick Rate
8.65%
Games
1,688

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT154.09%8.65%1,688
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
54.01%
Pick Rate
14.44%
Games
2,816

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
GoldT154.01%14.44%2,816
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
53.91%
Pick Rate
4.72%
Games
920

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT153.91%4.72%920
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.47%
Pick Rate
12.40%
Games
2,418

Gain ability haste equal to 30% AP .

View augment details
PrismaticT153.47%12.40%2,418
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
53.35%
Pick Rate
5.36%
Games
1,046

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

View augment details
GoldT153.35%5.36%1,046
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.29%
Pick Rate
10.68%
Games
2,083

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
PrismaticT153.29%10.68%2,083
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.24%
Pick Rate
9.26%
Games
1,807

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
PrismaticT153.24%9.26%1,807
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.18%
Pick Rate
6.53%
Games
1,273

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
PrismaticT153.18%6.53%1,273
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
53.01%
Pick Rate
16.26%
Games
3,171

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
GoldT153.01%16.26%3,171
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
52.88%
Pick Rate
6.58%
Games
1,284

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

View augment details
SilverT152.88%6.58%1,284
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.61%
Pick Rate
6.08%
Games
1,186

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
PrismaticT152.61%6.08%1,186
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
52.52%
Pick Rate
5.90%
Games
1,150

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
SilverT152.52%5.90%1,150
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
52.50%
Pick Rate
5.03%
Games
981

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

View augment details
SilverT152.50%5.03%981
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
52.38%
Pick Rate
8.42%
Games
1,642

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
SilverT152.38%8.42%1,642
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
51.98%
Pick Rate
6.74%
Games
1,314

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
GoldT151.98%6.74%1,314
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
51.47%
Pick Rate
6.27%
Games
1,224

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
SilverT151.47%6.27%1,224
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.22%
Pick Rate
15.58%
Games
3,040

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

View augment details
PrismaticT151.22%15.58%3,040
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
50.87%
Pick Rate
20.09%
Games
3,918

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

View augment details
GoldT150.87%20.09%3,918
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
50.72%
Pick Rate
7.80%
Games
1,522

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

View augment details
GoldT150.72%7.80%1,522
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
50.59%
Pick Rate
11.75%
Games
2,291

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

View augment details
SilverT150.59%11.75%2,291
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
49.55%
Pick Rate
8.45%
Games
1,649

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
SilverT149.55%8.45%1,649
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
49.53%
Pick Rate
6.61%
Games
1,290

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT149.53%6.61%1,290
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
49.29%
Pick Rate
9.43%
Games
1,840

Grants 18% armor penetration and magic penetration .

View augment details
GoldT149.29%9.43%1,840
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
48.88%
Pick Rate
5.05%
Games
986

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

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SilverT148.88%5.05%986
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
48.72%
Pick Rate
5.20%
Games
1,014

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

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GoldT148.72%5.20%1,014
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
48.33%
Pick Rate
9.83%
Games
1,918

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

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GoldT148.33%9.83%1,918
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
47.31%
Pick Rate
9.45%
Games
1,843

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.

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GoldT147.31%9.45%1,843
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
59.25%
Pick Rate
3.13%
Games
611

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

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GoldT259.25%3.13%611
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
58.42%
Pick Rate
3.50%
Games
683

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

View augment details
GoldT258.42%3.50%683
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
56.10%
Pick Rate
1.97%
Games
385

Gain 2 Stat Anvils .

View augment details
SilverT256.10%1.97%385
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
54.73%
Pick Rate
2.49%
Games
486

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.]

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SilverT254.73%2.49%486
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
53.82%
Pick Rate
3.49%
Games
680

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

View augment details
SilverT253.82%3.49%680
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
53.35%
Pick Rate
3.67%
Games
716

Grants 60 ability haste .

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GoldT253.35%3.67%716
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
53.30%
Pick Rate
2.80%
Games
546

Gain 1750 upon acquiring this augment.

View augment details
GoldT253.30%2.80%546
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
52.79%
Pick Rate
4.14%
Games
807

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

View augment details
GoldT252.79%4.14%807
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
52.70%
Pick Rate
2.37%
Games
463

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

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GoldT252.70%2.37%463
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
52.64%
Pick Rate
3.30%
Games
644

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
GoldT252.64%3.30%644
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
52.59%
Pick Rate
1.78%
Games
348

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

View augment details
SilverT252.59%1.78%348
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
52.28%
Pick Rate
1.91%
Games
373

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
SilverT252.28%1.91%373
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
52.15%
Pick Rate
3.10%
Games
604

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).

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GoldT252.15%3.10%604
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
52.00%
Pick Rate
2.18%
Games
425

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

View augment details
GoldT252.00%2.18%425
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
51.88%
Pick Rate
1.50%
Games
293

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
GoldT251.88%1.50%293
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
51.70%
Pick Rate
1.80%
Games
352

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
GoldT251.70%1.80%352
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.64%
Pick Rate
2.19%
Games
428

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

View augment details
PrismaticT251.64%2.19%428
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
50.89%
Pick Rate
4.02%
Games
784

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

View augment details
SilverT250.89%4.02%784
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.88%
Pick Rate
1.45%
Games
283

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

View augment details
PrismaticT250.88%1.45%283
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
50.61%
Pick Rate
2.12%
Games
413

Hitting an enemy champion with a basic ability while located at least 700 units away from them at the time of the hit reduces its current cooldown by 80% of its total cooldown, modified to 65% for damage over time abilities.

View augment details
GoldT250.61%2.12%413
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
50.39%
Pick Rate
4.66%
Games
909

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

View augment details
GoldT250.39%4.66%909
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.12%
Pick Rate
2.06%
Games
401

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

View augment details
PrismaticT250.12%2.06%401
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
49.25%
Pick Rate
1.72%
Games
335

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

View augment details
SilverT249.25%1.72%335
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.25%
Pick Rate
1.77%
Games
345

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
PrismaticT247.25%1.77%345
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
47.16%
Pick Rate
1.80%
Games
352

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

View augment details
GoldT247.16%1.80%352
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
60.36%
Pick Rate
0.87%
Games
169

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

View augment details
SilverT360.36%0.87%169
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
59.84%
Pick Rate
0.65%
Games
127

Grants 3 random Dragon Souls .

View augment details
PrismaticT359.84%0.65%127
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
59.50%
Pick Rate
1.24%
Games
242

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

View augment details
SilverT359.50%1.24%242
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
58.93%
Pick Rate
0.86%
Games
168

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
SilverT358.93%0.86%168
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
55.07%
Pick Rate
0.71%
Games
138

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
PrismaticT355.07%0.71%138
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
53.85%
Pick Rate
1.33%
Games
260

Basic attacks on-hit against enemy champions consume 2. 5 % of your maximum mana to deal bonus magic damage equal to 4. 5 % of your maximum mana . This damage can critically strike for (100% + 30% ) bonus damage.

View augment details
SilverT353.85%1.33%260
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
53.85%
Pick Rate
0.93%
Games
182

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.

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SilverT353.85%0.93%182
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.80%
Pick Rate
0.81%
Games
158

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
PrismaticT353.80%0.81%158
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
52.73%
Pick Rate
1.13%
Games
220

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT352.73%1.13%220
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
52.69%
Pick Rate
0.86%
Games
167

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
SilverT352.69%0.86%167
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
52.66%
Pick Rate
1.06%
Games
207

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
GoldT352.66%1.06%207
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
52.00%
Pick Rate
1.28%
Games
250

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
GoldT352.00%1.28%250
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
51.97%
Pick Rate
0.65%
Games
127

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
GoldT351.97%0.65%127
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
51.15%
Pick Rate
0.89%
Games
174

Gain 15% omnivamp .

View augment details
SilverT351.15%0.89%174
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
50.83%
Pick Rate
0.93%
Games
181

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

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GoldT350.83%0.93%181
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
50.34%
Pick Rate
0.74%
Games
145

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).

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GoldT350.34%0.74%145
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
50.30%
Pick Rate
0.87%
Games
169

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

View augment details
GoldT350.30%0.87%169
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
50.27%
Pick Rate
0.96%
Games
187

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

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GoldT350.27%0.96%187
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.00%
Pick Rate
0.94%
Games
184

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

View augment details
PrismaticT350.00%0.94%184
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.77%
Pick Rate
1.13%
Games
221

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
PrismaticT349.77%1.13%221
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
49.19%
Pick Rate
0.95%
Games
185

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
GoldT349.19%0.95%185
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.08%
Pick Rate
1.12%
Games
218

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

View augment details
PrismaticT349.08%1.12%218
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
49.02%
Pick Rate
1.31%
Games
255

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

View augment details
SilverT349.02%1.31%255
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
48.89%
Pick Rate
0.69%
Games
135

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

View augment details
GoldT348.89%0.69%135
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
48.77%
Pick Rate
0.83%
Games
162

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

View augment details
SilverT348.77%0.83%162
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
47.93%
Pick Rate
1.11%
Games
217

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

View augment details
SilverT347.93%1.11%217
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.58%
Pick Rate
1.16%
Games
227

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
PrismaticT347.58%1.16%227
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
47.56%
Pick Rate
1.26%
Games
246

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT347.56%1.26%246
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.39%
Pick Rate
1.08%
Games
211

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
PrismaticT347.39%1.08%211
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.30%
Pick Rate
1.14%
Games
222

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
PrismaticT347.30%1.14%222
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
45.83%
Pick Rate
1.23%
Games
240

Grants 50% critical strike chance .

View augment details
GoldT345.83%1.23%240
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.69%
Pick Rate
1.19%
Games
232

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
PrismaticT345.69%1.19%232
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
45.59%
Pick Rate
0.70%
Games
136

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
GoldT345.59%0.70%136
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.34%
Pick Rate
1.21%
Games
236

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
PrismaticT345.34%1.21%236
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
44.59%
Pick Rate
1.14%
Games
222

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

View augment details
GoldT344.59%1.14%222
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
58.49%
Pick Rate
0.27%
Games
53

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
GoldT458.49%0.27%53
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
58.44%
Pick Rate
0.39%
Games
77

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

View augment details
GoldT458.44%0.39%77
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
57.14%
Pick Rate
0.47%
Games
91

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
GoldT457.14%0.47%91
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
55.17%
Pick Rate
0.30%
Games
58

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

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SilverT455.17%0.30%58
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
54.90%
Pick Rate
0.26%
Games
51

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
PrismaticT454.90%0.26%51
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
54.55%
Pick Rate
0.45%
Games
88

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
PrismaticT454.55%0.45%88
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
53.85%
Pick Rate
0.60%
Games
117

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
GoldT453.85%0.60%117
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
52.17%
Pick Rate
0.47%
Games
92

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
GoldT452.17%0.47%92
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
51.09%
Pick Rate
0.47%
Games
92

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
SilverT451.09%0.47%92
Poltergeist Poltergeist Poltergeist Silver
Rarity
Silver
Tier
T5
Win Rate
50.00%
Pick Rate
0.43%
Games
84

Replace a summoner spell with Poltergeist . Poltergeist: Casts both Barrier and Ghost on yourself, both lasting 5 seconds and with the former granting a shield for 110 – 440 (based on level) and the latter granting 30% bonus movement speed .

View augment details
SilverT450.00%0.43%84
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
49.43%
Pick Rate
0.45%
Games
87

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

View augment details
SilverT449.43%0.45%87
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.37%
Pick Rate
0.41%
Games
79

Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size.

View augment details
PrismaticT449.37%0.41%79
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
49.12%
Pick Rate
0.29%
Games
57

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT449.12%0.29%57
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
47.52%
Pick Rate
0.52%
Games
101

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
GoldT447.52%0.52%101
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
47.22%
Pick Rate
0.55%
Games
108

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
SilverT447.22%0.55%108
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
47.17%
Pick Rate
0.54%
Games
106

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
PrismaticT447.17%0.54%106
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.12%
Pick Rate
0.53%
Games
104

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
PrismaticT447.12%0.53%104
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.77%
Pick Rate
0.32%
Games
62

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
PrismaticT446.77%0.32%62
Upgrade Sheen Upgrade Sheen Upgrade Sheen Gold
Rarity
Gold
Tier
T4
Win Rate
45.65%
Pick Rate
0.47%
Games
92

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

View augment details
GoldT445.65%0.47%92
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
45.26%
Pick Rate
0.49%
Games
95

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
GoldT445.26%0.49%95
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
45.16%
Pick Rate
0.32%
Games
62

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
GoldT445.16%0.32%62
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
43.33%
Pick Rate
0.31%
Games
60

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT443.33%0.31%60
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
42.55%
Pick Rate
0.48%
Games
94

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
SilverT442.55%0.48%94
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
42.47%
Pick Rate
0.37%
Games
73

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
SilverT442.47%0.37%73
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.43%
Pick Rate
0.36%
Games
70

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

View augment details
PrismaticT441.43%0.36%70
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
40.40%
Pick Rate
0.51%
Games
99

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

View augment details
PrismaticT440.40%0.51%99
Trueshot Prodigy Trueshot Prodigy Trueshot Prodigy Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
35.14%
Pick Rate
0.38%
Games
74

Upon damaging an enemy while located at over 700 units away at the time of the hit, cast Ezreal's Trueshot Barrage in their direction. The barrage deals 100 – 350 (based on level) (+ 80% bonus AD) (+ 60% AP) magic damage to enemies it passes through (15 second cooldown). This augment is only offered to up to 1 player on each team for a given game.

View augment details
PrismaticT435.14%0.38%74

Viktor Skill Combos

Extracted from the skill order guide

Skill Order
REQW

Normal order: R > E > Q > W.

REQW

Start E when you can safely contest the first wave, take Q next for trading and shielding, then take W early enough that your team has a real zone tool before the first full fight.

Viktor Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Viktor counters these champions in ARAM: Mayhem.

Darius Darius Darius T4
Tier
T4
Rank
#149
Win Rate
47.24%
Pick Rate
0.50%

Darius the Hand of Noxus Darius is a juggernaut designed to run people down and execute them. His entire identity revolves around bleed stacks and his ultimate, Noxian Guillotine. You hit things, you stack passive damage, and you dunk them when they get low. In ARAM: Mayhem, he becomes a lane bully with terrifying reset potential. He plays as a frontliner who wants extended fights. Unlike burst mages or assassins, Darius needs time to stack his passive, Hemorrhage. Once he hits five stacks on a target—or max stacks on anyone—he gains massive attack damage and applies bleed instantly to everyone he hits. This is his "win condition" in every skirmish. Mayhem mode accelerates his strengths. Faster gold and experience mean he hits his item spikes sooner. The constant fighting gives him endless opportunities to stack his passive and heal off crowds. His biggest weakness—getting kited—still exists, but the mode's chaos often lets him close gaps when enemies overextend for poke. You pick Darius when your team needs a durable threat who can clean up fights. He excels at punishing squishies who get caught by Snowball or crowd control. If enemies clump up, his Q healing and passive spread turn him into a raid boss. Just don't expect to dive five people alone without backup. View champion guide

Sett Sett Sett T1
Tier
T1
Rank
#11
Win Rate
54.29%
Pick Rate
0.70%

Sett is a frontline bruiser who wins by walking into the fight, forcing someone to deal with him, then turning that pressure into a big counterpunch. He is simple to start: grab targets when they step too close, keep punching through the brawl, and save your hardest hit for the moment enemies commit into you. His signature pattern is all about timing. If Sett reaches the enemy backline or catches a diver near his team, he can start a fight fast and make the return damage hurt. In ARAM: Mayhem, the constant grouped fights give him more chances to find those scrappy moments, but they also punish bad entries harder. Go in when your team can follow, use the chaos to soak pressure, and do not waste your big turn-around tools before the enemy has actually committed. View champion guide

Garen Garen Garen T4
Tier
T4
Rank
#134
Win Rate
46.93%
Pick Rate
0.64%

Garen, The Might of Demacia Garen is a juggernaut designed to run people down and spin them to death. In standard modes, he is known for his passive health regeneration and simple execution pattern. He acts as a durable frontliner who punishes mistakes with silence and burst damage. His signature pattern is straightforward: close the gap, hit his Decisive Strike to silence, spin with Judgment, and finish low-health targets with Demacian Justice. He thrives in extended fights where his passive can tick between trades. In ARAM: Mayhem, Garen becomes a relentless raid boss. The single lane removes his flanking options, but the constant fighting actually favors his sustain and cooldown reduction mechanics. He can spin far more often, and his ultimate comes up quickly when he gets takedowns. Instead of waiting for the perfect engage, Garen in Mayhem is about constant pressure—absorb damage, reset, and spin again. View champion guide

Illaoi Illaoi Illaoi T3
Tier
T3
Rank
#88
Win Rate
50.31%
Pick Rate
0.47%

Illaoi is a bruiser who wins fights by making enemies stand in the worst possible place. She wants close-range brawls, narrow chokes, and opponents who panic after getting tagged. Her signature pattern is simple: threaten with spirit pressure, force the enemy team to choose between backing off or fighting near her tentacles, then punish anyone who commits too deep. In ARAM: Mayhem, Illaoi is less about slow lane control and more about explosive front-to-back scrapping. Constant grouping gives her more chances to hit multiple targets, but it also means she gets punished fast if she walks in without setup. Play around terrain, let enemies come into your zone, and use Snowball or allied engage to turn a small catch into a full brawl. View champion guide

Swain Swain Swain T3
Tier
T3
Rank
#55
Win Rate
50.54%
Pick Rate
0.91%

Swain is a short-to-mid range battlemage who wants the fight to come to him. He controls space with pulls, roots, and draining area damage, then turns messy brawls into long fights where he gets harder to remove. His signature pattern is simple: tag enemies from range, punish anyone caught or slowed, then walk forward when multiple champions are committed. If Swain gets to stand in the middle of a clumped fight, he can soak pressure, keep dealing damage, and force the enemy team to either burst him quickly or scatter. In ARAM: Mayhem, the constant 5v5 action gives Swain more chances to find grouped targets, but it also makes positioning less forgiving. Augments and faster skirmishes can push him toward heavier damage, more durability, or stronger teamfight uptime, so read the lobby: build to survive if enemies can dive you, and build to punish if your team can lock people in place. View champion guide

Read counter details

Countered By

5

Viktor is countered by these champions in ARAM: Mayhem.

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

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

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

Blitzcrank Blitzcrank Blitzcrank T4
Tier
T4
Rank
#148
Win Rate
46.94%
Pick Rate
1.01%

Blitzcrank the Great Steam Golem Blitzcrank is a tanky support built around one devastating spell: Rocket Grab. His entire identity in ARAM: Mayhem revolves around landing that hook to drag enemies out of position and into your team. He creates instant kill pressure whenever his Q is off cooldown, forcing opponents to play scared or get punished. In Mayhem mode, Blitzcrank becomes a relentless fishing machine. Reduced cooldowns and accelerated mana regeneration mean he can spam hooks constantly instead of waiting for the perfect shot. He transitions from a punish-heavy support into a persistent threat who can afford to miss a few grabs while hunting for the one that lands. His engage pattern is simple: hook, knock up, silence, then let your team clean up. View champion guide

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

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

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

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

Read counter details

Viktor Team Comp Highlights

Partner patterns extracted from the team comp guide

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

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

Hard Engage That Makes Viktor's Zone Unavoidable. Amumu Is One Of Viktor's Cleanest Partners Because He Turns Viktor's Delayed Control Into A Real Trap. When Amumu Lands A Bandage Engage Or Commits Into Multiple Enemies, Viktor Can Immediately Place His Control Zone On Top Of The Clump, Fire Laser Through The Locked Path, And Drop His Storm Where The Enemy Team Has To Either Sit In Damage Or Burn Movement Tools Sideways. Best Scenario: The Enemy Team Has Several Short-range Champions Who Must Walk Through The Middle Of The Bridge. Amumu Starts After They Use A Poke Or Mobility Spell, Viktor Follows On The Same Target Line, And The Fight Becomes A Layered Crowd-control Pocket Instead Of A Scattered Poke Trade. Enemy Answer: They Spread Wide, Hold Disengage For Amumu, Or Bait Him Into Engaging Before Viktor Is In Range. Clean Opponents Will Also Punish Viktor If He Steps Too Far Forward Trying To Follow A Missed Engage. Failure Risk And Recovery: If Amumu Dives Alone, Viktor Cannot Always Cross The Gap Safely. Recover By Using The Control Zone Defensively At The Front Of Your Team, Clearing The Wave With Laser, And Waiting For The Next Engage Rather Than Chasing A Doomed Target Through Enemy Skillshots. Jarvan Iv

Reliable first contact: Viktor is much stronger when someone else starts the fight or forces enemies to move predictably. Without engage, he can still poke, but enemies get more chances to dodge his main damage and walk away from his control zone.

Viktor Viktor Viktor T1
Tier
T1
Rank
#41
Win Rate
54.17%
Pick Rate
0.56%

Viktor is a scaling control mage who wins fights by shaping space before the enemy can fully commit. He pokes from range, punishes clumped targets, and turns narrow lanes into bad trades with his area control. Play him as a backline damage dealer: soften the frontline, hold key zones when divers step in, then follow with burst once someone is forced to stand in the wrong place. In ARAM: Mayhem, Viktor gets more chances to hit grouped enemies, but he also gets punished harder when he is caught without room to kite. Augments can push him toward heavier poke, faster fight tempo, or stronger teamfight control, so his best games come from picking the angle your comp needs. If your team has engage, save damage for the locked target. If your team lacks frontline, play slower, clear waves, and make enemies walk through your threat before they can reach you. View champion guide

Reliable first contact: Viktor is much stronger when someone else starts the fight or forces enemies to move predictably. Without engage, he can still poke, but enemies get more chances to dodge his main damage and walk away from his control zone. Frontline space: he needs a body between him and enemy divers. A tank that holds the center of the lane gives Viktor time to line up laser, place his field correctly, and keep his storm on priority targets instead of panic-casting defensively every fight. Peel against dive: one protective support or disruptive bruiser changes his entire game. If enemies cannot instantly remove him, Viktor's repeated area damage starts winning long fights. Wave control help: Viktor can clear, but he should not be the only champion responsible for stopping every push. If he must spend all spells on minions, the enemy gets a free engage window while his best zone tools are unavailable. Damage balance: a physical damage threat or strong sustained attacker helps prevent the enemy from stacking only against Viktor's magic damage. When the enemy has to respect multiple damage types, Viktor gets cleaner poke trades and better finishing windows.

A good Viktor comp does not rush blindly. It walks enemies into a narrow lane, forces their movement with engage or slows, then punishes the first mistake with layered control. If the team can protect Viktor through the first dive attempt, the second half of the fight usually becomes much easier for him to play.

Viktor ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Core PlaystyleA controlled poke mage who wins by safely clearing waves with Death Ray and chipping enemies, saving Gravity Field for the first committed champion.Must play as a damage trapper who punishes forced movement, holding space and dropping zone control the moment enemies overextend.Shift from passive waveclear to active punishment timing.
Death Ray UsageYou can often throw it on cooldown for chip damage and reliable waveclear without severe consequences for missing.Hold it for a beat to punish committed movement; lazy lasers get punished harder by fast champions using augments.Wait for predictable paths or lockouts rather than spamming.
Gravity Field TimingCan sometimes place it early to discourage a push or zone the front line from a distance.Use it reactively after enemies commit, such as following Snowball travel, to trap their exit rather than decorating the ground.Save the field for actual engagement, not speculative zoning.
Chaos Storm PriorityDropping it for zoning is often acceptable because fights move slower and enemies have fewer escape tools.Cast only when a target is locked down or committed; using it on free escapes wastes your best fight-swinging threat.Follow commitment, not hope, when casting your ultimate.
Build and Rune LogicGreed builds and scaling setups feel natural because Viktor gets many safe casts during longer poke phases.Add survivability sooner against instant engage; pick defensive or sustain runes to live through explosive fights.Prioritize living long enough for second spell rotations.

Champion Analysis

Role / Current performance

Overview

Viktor the Herald of the Arcane is a ranged mage in Hextech Mayhem, defined by sustained area-of-effect damage and exceptional zone control. His identity revolves around methodical ability upgrades through his passive, Glorious Evolution, which allows him to enhance each basic ability at the shop. The order of these upgrades is a critical strategic decision that shapes his effectiveness throughout the match. His Q, Siphon Power, serves as his primary damage and survival tool, firing an energy beam that deals magic damage; when upgraded, it grants a shield and movement speed, greatly improving his ability to trade and reposition. His W, Gravity Field, is his core crowd control ability, creating a zone that slows enemies and stuns those who remain inside too long, making it a potent tool for controlling chokepoints and trapping opponents in the narrow ARAM lane. His E, Death Ray, is his signature AoE ability, firing a piercing energy beam that deals massive magic damage along its path; the upgrade adds an explosion at the end for additional area damage, significantly increasing his waveclear and poke potential. His ultimate, Chaos Storm, summons a massive chaotic storm that automatically tracks nearby enemies, dealing continuous magic damage over time, allowing him to pressure and zone multiple foes simultaneously without precise aim. Viktor’s damage pattern is sustained rather than burst, relying on repeated ability rotations to wear down enemies while his zone control keeps them from engaging safely. His strategic value comes from his ability to punish clustered opponents, control key areas of the battlefield, and disrupt enemy formations during team fights and objective contests. His ranged nature requires careful positioning to avoid being caught out while maximizing the reach of his abilities. Overall, Viktor excels when his upgrade path is tailored to the flow of the match, enabling him to suppress enemy movement and output consistent damage that forces constant pressure on the opposing team. His combination of self-peel through shield and speed, hard crowd control through gravity zone, and auto-targeting ultimate makes him a formidable mage capable of dictating the pace of engagement in Hextech Mayhem.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Viktor wins Mayhem fights by making the enemy walk through bad space rather than playing as a front-to-back auto attacker or fishing alone from max range while the team cannot follow. His best fights start when the enemy is already committed to a narrow lane, choke, relic area, or minion wave they need to clear, so he puts damage where they must stand, not where they are standing right now. For engagement, Viktor should let someone else start the hard commit when possible; an ally’s panic creation allows him to place his control zone behind the first target or across the retreat path and sweep damage through the clumped backline. He should not spend his whole combo on the first enemy who steps forward unless they are actually trapped, as a bruiser can bait his key spells and then walk out while their carries move in. Using minion waves as engage covers, he angles his laser-style damage to clear minions and clip champions simultaneously, gaining push if they back up or poke if they stay. When a clean crowd-control hit lands, he must act immediately because Viktor’s burst is easiest to land on a target already slowed, displaced, rooted, stunned, or body-blocked. For counter-engage, his best defensive spell is often placed slightly behind a diver rather than directly on top of them, forcing the diver to either stop their combo or take the full punish if they want to chase or retreat. He should hold damage for the second wave of entry, using a short trade first to punish the follow-up threat that crosses the line. Viktor must peel before chasing when his carry is under threat, dropping his zone and firing through the attacker while kiting sideways until the diver disengages. During escape, retreating diagonally around minions, terrain edges, and allied bodies provides cleaner movement than walking straight back in the narrow lane. He should save one tool for the escape path and, when caught, turn briefly to place a quick zone plus damage, making a diver hesitate long enough for allies to cover him. Narrow-lane spacing requires standing off-center to break straight-line skillshots and avoiding stacking directly on other carries so a single engage cannot catch both. Minion waves should be used with intent: poke is stronger when the wave is alive and the enemy must choose between clearing or dodging. For target priority, Viktor hits carries when forced to stand still, hits divers when they cross the line, and ignores tanks only when they cannot threaten anyone. Backline priority shifts after summoner spells and mobility are down, and low-health targets are not always the best focus if reaching them would overextend. Offensive Snowballs should not be automatically taken; the dash is only correct when the landing spot gives a safe burst angle or guaranteed cleanup. Against enemy Snowballs, keeping minions between Viktor and the threat is crucial, and if a Snowball lands on him, he moves toward his team and prepares the landing punish to make the engage cost more than his health bar. Augment trigger windows matter: offensive augments should be used when enemies are clumped or trapped, defensive augments prepared before the dive fully lands, and the rhythm adapted after each augment choice to suit constant poke or one clean burst. Push and pull rhythm means pushing when the team can stand behind the wave and pulling back when key spells are down or the frontline is resetting.

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Playstyle Guide

Playstyle / Team structure

Play guide

Viktor’s playstyle in Mayhem revolves around claiming space through measured poke, disciplined Snowball use, and controlling fights across three timing windows. Early game from levels one to six, he positions a step behind his frontline or beside his safest ranged teammate, avoiding the lane center until enemy engage tools are shown. His poke rhythm uses short windows: trading when enemies step up to last-hit, clear the wave, or bunch around a health relic, but never throwing all spells into champions if the wave is crashing into him, because losing wave control makes him easier to engage on. Snowball is treated as a defensive or finishing tool early, kept available to dodge, reposition, or threaten a marked diver rather than forcing a flashy play. First augment choices favor safety, poke frequency, burst survival, or repeated spell pressure, and augments that offer defense let him stand slightly closer only when his escape path is clear. He pushes when his team has the stronger early poke package or the enemy needs the wave to start fights, and stalls when his frontline is weak or the enemy’s all-in is better. If ahead, he uses his lead to stand in the middle of the lane and force farming under pressure, dropping Gravity Field between low-health melee divers and his carries. If behind, he gives ground, clears from range, and saves crowd control for the first overextending enemy, stabilizing until level six. From levels seven to eleven, Viktor becomes dangerous but still relies on positioning behind his engager or peel support, moving laterally after each cast to avoid enemy Snowballs and ranged poke. His poke now creates real decisions: hitting wave and champions together, then pausing to see the enemy’s response. Snowball becomes a conditional commit—only taken when his ultimate is available and the enemy backline’s crowd control is spent, or used as a trap when a diver marks him by moving behind his team and preparing the landing zone. By now his augment setup dictates his fight approach: poke or spell-hit scaling favors long, repeatable fights; burst-focused choices require holding damage until someone is controlled; mobility or sustain allows more aggressive angles with a clear retreat path. He pushes when his team has ultimate advantage or enemy health is chipped, and stalls when enemy engage cooldowns are ready. When ahead, he converts poke into structure pressure without chasing past the enemy tower, pushing immediately after winning a fight. When behind, he plays for one clean counter-engage, letting the enemy push into a narrow section and focusing one target his team can reach. At level twelve and beyond, Viktor should rarely be the first champion seen in kill range, staying near the side that can peel and mirroring his frontline’s movement. Poke becomes a fight starter: hitting the front line until someone is forced low, then watching for a panic engage and layering heavy area damage when enemies clump in choke points. Late Snowball is high risk, used only to finish a won fight, follow a guaranteed chain, or reposition after marking a target that cannot punish. Augments are used around the actual win condition—repeated casting for kiting, burst for hidden intent until a root lands, survivability to hold a stronger position for one more spell cycle. He pushes only when at least one enemy is dead or key engage tools are down, and stalls when his team is down members or waiting for a crucial ultimate, clearing the wave first then zoning the enemy trying to escort minions.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Viktor the Herald of the Arcane excels in creating zone pressure and punishing enemies who misposition, but his immobility and need to stand within cast range make him vulnerable to all-in engages and Snowball hits. When playing ahead, his strength lies in wave control and poke through Death Ray. He should angle Death Ray across both the minion wave and enemy backline, then retreat before enemy engage tools come off cooldown. This forces the enemy to either dodge sideways, giving up space, or stay and lose health. Turning poke into structure pressure is key: when two or more enemies are low, ping the tower and use Gravity Field near the path they must take to defend, not randomly on the tower, so they either wait and lose the structure or enter slowly and get punished. Gravity Field must be saved for real engages, especially against assassins, divers, or Snowball users. Dropping it between Viktor and the threat forces the enemy to either stop chasing or fight inside his best defensive zone. Chaos Storm should not be wasted on a single low-value target; it is most effective when the enemy is grouped, trapped in a choke, or forced to fight around a tower, splitting their formation. When ahead, short trades are better than ego trades: use Siphon Power only when someone steps into range, but never overextend. Use Snowball defensively unless the fight is already won, because a fed Viktor dying first often gives the enemy the only path back into the game. Augment choices while ahead depend on the enemy composition: stack damage and haste against teams without reach, but add shielding, movement, or survivability against assassins or long-range engage. If the team already has enough damage, prioritize control and uptime over another burst boost. The primary risk when ahead is throwing through wasted key spells or walking past the frontline, so always keep an escape route behind and track which enemy can reach. When playing behind, Viktor’s first job shifts to keeping the wave playable and preserving health. Clear from maximum safe range with Death Ray aimed at the wave first, because walking up to poke a carry while leaving the wave intact loses both health and tower space. Gravity Field becomes a roadblock rather than a catch tool: place it where the enemy must pass to dive or hit the tower, slowing their formation. Fight around tower and choke points where enemies have limited angles, and use Chaos Storm to deny the enemy’s winning engage rather than chasing a perfect five-man moment. Do not chase the first low-health target if the enemy frontline is still between you and them. Respect Snowball pressure by standing behind minions, avoiding predictable movement after casting, and preparing Gravity Field on your own feet or slightly behind if a Snowball connects. Augment choices behind require survivability if dying before two spells, or wave-clear improvements if the team cannot stabilize. Against long-range poke, take tools that reward safe spacing. Against all-in heavy teams, avoid greedy damage unless reliable peel exists. The recovery plan is to play for the opponent’s mistake: clear waves, protect health, make the enemy engage through Gravity Field or Chaos Storm, then kill one target and reset the lane state before chasing more. A clean one-for-zero into wave clear is a comeback; a messy chase into fog is how the game becomes unrecoverable.

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Champion Background

Lore / Identity / Text block

Background copy

Viktor the Herald of the Arcane enters ARAM: Mayhem as a zone controller whose power scales directly with experience rather than gold. His passive, Glorious Evolution, upgrades his basic abilities at levels 1, 6, and 11, and the accelerated experience gain in Mayhem makes these upgrades arrive much sooner than on Summoner’s Rift. This means Viktor does not need to farm for power; he only needs to stay alive and participate in fights to unlock his augmented kit. However, dying before a key upgrade delays his threat spike and loses map pressure, so survival is critical. His Q, Siphon Power, is a point-and-click bolt that provides a shield and, after augmentation, grants movement speed. In Mayhem’s high-damage environment, this shield often determines whether Viktor survives a burst combo. He must weave an auto-attack after the bolt for full damage, but wasting Q on a minion leaves him defenseless against an engage. His W, Gravity Field, creates a slowing zone that stuns enemies after a delay. Before augmentation it is weak, useful only to zone or discourage dives. After augmentation, the pull makes it a powerful setup tool for his other abilities, but the long cooldown punishes poor placement severely. His E, Death Ray, is his primary damage and waveclear, requiring prediction to land. Missing E leaves Viktor with almost no damage output for several seconds, so he must wait for enemies to commit to a path before firing. The augmented trail adds damage over time, making it effective when combined with W to keep enemies trapped. His ultimate, Chaos Storm, silences enemies in its area and can be redirected. It is his teamfight disruption and finisher, best used when the fight is committed rather than for poke, because a wasted ultimate means losing primary crowd control for a long cooldown. Leveling priority starts with E for damage and waveclear, then Q for shield uptime and mobility, with W last. Viktor is not a burst assassin but a zone controller who punishes mistakes. His success hinges on landing E, protecting himself with Q and W, and dropping R when enemies cannot easily disengage.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Viktor is strongest when he controls the lane with clean spell placement and makes enemies walk through bad space. Most bad Viktor games come from rushing damage, wasting zone tools, or standing one step too far forward after casting. If a mistake happens, back up, rebuild spacing, and make the next wave or choke point playable again rather than panic-casting everything. A common mechanical error is poor Death Ray usage: firing too fast without lining it through both the wave and the enemy backline spends the best poke tool for low value and lets the enemy advance freely. Aim so it clips minions and threatens a champion behind them, especially when enemies are locked into narrow movement near the wave. If whiffed, stop stepping forward, last-hit safely, hold other spells for peel, and wait for the enemy to move through the wave again. Gravity Field is often dropped directly on top of Viktor after a diver reaches him, allowing the diver to deal damage before the zone matters and forfeiting the chance to block the rest of their team. Place the field slightly in the path the enemy must cross to make their engage route ugly before it finishes. If late, kite toward your team, use remaining spells defensively, and let allies punish the overextended diver. Chaos Storm should not be saved only to last-hit a single low-health target; that trades big fight pressure for one kill and lets the enemy re-engage. Use it when enemies are grouped, trapped near terrain, or forced to fight inside the zone. If used too early, reset behind minions, play for wave clear, and avoid starting a full fight until zone control is threatening again. Walking forward after casting a main damage spell as if the enemy is already forced out makes Viktor punishable during the cooldown gap. Cast, then take one safe step backward or sideways and reassess. If overstepped, drop peel in the enemy path, retreat through allies, and save one spell to discourage the second pursuer. Firing spells into spell shields or obvious bait targets wastes cooldown pressure and leaves real damage dealers untouched. Wait for the shield window to end, or angle spells past the frontliner toward higher-value targets. If damage is dumped into the wrong target, hold Gravity Field for counter-engage and prevent the frontline from turning missed pressure into a clean fight. Standing still to get the perfect Death Ray angle against long-range crowd control gives enemies a clean shot. Quick, practical angles while moving are better than a perfect line that gets caught. If caught, judge whether the team can punish; if not, use spells to disengage rather than trade damage. Chasing with Chaos Storm or repeated spells past the safe part of the lane lets the enemy turn around once the team is split. Let the storm and poke force enemies back while keeping formation. If chased too far, cut back toward the nearest ally, place the next zone between you and the enemy, and accept that forcing them off the wave is a win. Decision mistakes often come from playing Viktor like a burst assassin who must start every fight, exposing himself before the team creates pressure. Let allies, minion waves, or enemy movement create the opening; Viktor answers forced paths better than walking in first. If a bad start occurs, switch to delay mode by clearing the wave, blocking chase routes, and keeping enough distance to defend the next push. Ignoring wave control while fishing for champion poke pushes the team under pressure and removes safe angles for future spells.

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FAQ

Viktor

FAQ

How should I play Viktor in ARAM: Mayhem? Play him as a control mage first and a burst mage second. If the enemy has to walk through a narrow lane, place Gravity Field to block their path, then use Death Ray and Chaos Storm when they commit. The tradeoff is that you are much weaker when forced to move forward without vision or frontline cover. What is Viktor’s main job in teamfights? Your job is to make the enemy pay for standing in predictable spots. If they group around minions, towers, healing zones, or a trapped teammate, line up Death Ray and drop Chaos Storm where they cannot easily leave. The tradeoff is that chasing too far after the first hit often exposes you to Snowball engages and assassins. When should I use Gravity Field? Use Gravity Field when an enemy is already walking forward, landing from Snowball, or trying to escape through a tight choke. Do not throw it randomly at max range just because the fight started; wait until it cuts off a real path. The tradeoff is simple: an early field can zone space, but a late field can actually stop a kill or save you.

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