ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T3 Rank #74

Ziggs ARAM Mayhem Build & Best Augments

Ziggs role and playstyle: baseline role is marksman mid-lane style, with a core identity built around burst damage, late-game burst. The kit should be evaluated around its main cooldowns and teamfight pattern. Hextech augment reliance: High: this champion depends heavily on the right augments to unlock peak damage or survivability. 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.

Ziggs Ziggs the Hexplosives Expert Mage / Marksman
TierT3
Rank#74
Win Rate50.23%
Pick Rate0.78%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

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

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 Rate51.76%
Pick Rate17.56%
#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

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 Rate52.44%
Pick Rate11.44%
#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.

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 Rate51.65%
Pick Rate5.56%

Situational itemstop 12

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

+12 Magic Penetration +45 Move Speed

51.74%
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.

51.70%
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%.

51.28%
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.

51.17%
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%.

51.71%
Malignance Malignance Malignance
Total Price
2,700
Price
650

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

50.25%
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.

51.93%
Void Staff Void Staff Void Staff
Total Price
3,000
Price
1,050

+95 Ability Power +40% Magic Penetration

48.06%
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.

47.97%
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.

51.99%
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.

53.05%
Horizon Focus Horizon Focus Horizon Focus
Total Price
2,700
Price
600

+75 Ability Power +25 Ability Haste Hypershot Dealing Ability damage to champions at 600 range or greater Reveals them for 6 seconds. Focus When Hypershot is triggered, Reveal all other enemy champions within 1400 range of them for 3 seconds.

51.87%

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.

52.15%
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.

52.15%
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.

53.16%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

53.94%
Guardian's Orb Guardian's Orb Guardian's Orb
Total Price
950
Price
950

+50 Ability Power +150 Health Recovery: Restores +10 Mana every 5 seconds. If you can't gain mana, restores +15 Health instead.

53.94%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
54.95%
Pick Rate
14.89%
Games
3,421

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
GoldT154.95%14.89%3,421
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
54.85%
Pick Rate
7.63%
Games
1,752

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
GoldT154.85%7.63%1,752
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
53.50%
Pick Rate
6.47%
Games
1,486

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT153.50%6.47%1,486
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
53.23%
Pick Rate
5.94%
Games
1,364

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
GoldT153.23%5.94%1,364
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.67%
Pick Rate
6.51%
Games
1,496

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.

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PrismaticT152.67%6.51%1,496
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
51.50%
Pick Rate
6.82%
Games
1,567

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

View augment details
GoldT151.50%6.82%1,567
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
51.45%
Pick Rate
4.81%
Games
1,104

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
SilverT151.45%4.81%1,104
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.42%
Pick Rate
9.53%
Games
2,188

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.

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PrismaticT151.42%9.53%2,188
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
51.33%
Pick Rate
7.01%
Games
1,611

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 .

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SilverT151.33%7.01%1,611
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
50.86%
Pick Rate
14.48%
Games
3,325

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 .

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GoldT150.86%14.48%3,325
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
50.79%
Pick Rate
9.40%
Games
2,158

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.

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SilverT150.79%9.40%2,158
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
50.59%
Pick Rate
13.54%
Games
3,111

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

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SilverT150.59%13.54%3,111
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
50.59%
Pick Rate
5.15%
Games
1,182

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 .

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GoldT150.59%5.15%1,182
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
50.58%
Pick Rate
21.79%
Games
5,004

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.

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GoldT150.58%21.79%5,004
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
50.12%
Pick Rate
7.38%
Games
1,694

Gain the Arcane Comet and Summon Aery keystone runes.

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GoldT150.12%7.38%1,694
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.06%
Pick Rate
10.43%
Games
2,395

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

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PrismaticT150.06%10.43%2,395
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
49.79%
Pick Rate
14.40%
Games
3,308

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.

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GoldT149.79%14.40%3,308
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.63%
Pick Rate
11.89%
Games
2,732

Gain ability haste equal to 30% AP .

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PrismaticT149.63%11.89%2,732
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
49.52%
Pick Rate
7.20%
Games
1,654

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

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SilverT149.52%7.20%1,654
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.01%
Pick Rate
13.23%
Games
3,038

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).

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PrismaticT149.01%13.23%3,038
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
48.93%
Pick Rate
5.71%
Games
1,312

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

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GoldT148.93%5.71%1,312
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
48.27%
Pick Rate
6.43%
Games
1,477

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 .

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GoldT148.27%6.43%1,477
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
47.96%
Pick Rate
8.64%
Games
1,985

Grants 18% armor penetration and magic penetration .

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GoldT147.96%8.64%1,985
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
47.67%
Pick Rate
8.40%
Games
1,930

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% .

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SilverT147.67%8.40%1,930
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
47.12%
Pick Rate
4.69%
Games
1,078

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

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PrismaticT147.12%4.69%1,078
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
46.68%
Pick Rate
4.92%
Games
1,131

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

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GoldT146.68%4.92%1,131
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
45.59%
Pick Rate
6.95%
Games
1,597

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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GoldT145.59%6.95%1,597
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
57.43%
Pick Rate
2.78%
Games
639

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

View augment details
GoldT257.43%2.78%639
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
55.03%
Pick Rate
3.03%
Games
696

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

View augment details
SilverT255.03%3.03%696
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
54.71%
Pick Rate
3.70%
Games
850

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

View augment details
SilverT254.71%3.70%850
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
54.13%
Pick Rate
2.00%
Games
460

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

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SilverT254.13%2.00%460
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
53.74%
Pick Rate
2.62%
Games
601

Gain 1750 upon acquiring this augment.

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GoldT253.74%2.62%601
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
53.28%
Pick Rate
2.32%
Games
533

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

View augment details
SilverT253.28%2.32%533
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
52.64%
Pick Rate
4.53%
Games
1,041

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.

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SilverT252.64%4.53%1,041
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
52.59%
Pick Rate
2.10%
Games
483

Gain 2 Stat Anvils .

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SilverT252.59%2.10%483
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
52.59%
Pick Rate
2.53%
Games
580

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

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GoldT252.59%2.53%580
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.37%
Pick Rate
2.11%
Games
485

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

View augment details
PrismaticT252.37%2.11%485
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
52.37%
Pick Rate
2.02%
Games
464

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

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GoldT252.37%2.02%464
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.00%
Pick Rate
2.39%
Games
550

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

View augment details
PrismaticT252.00%2.39%550
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
51.78%
Pick Rate
1.96%
Games
450

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

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SilverT251.78%1.96%450
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
51.38%
Pick Rate
1.90%
Games
436

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
GoldT251.38%1.90%436
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
51.31%
Pick Rate
4.14%
Games
951

Grants 60 ability haste .

View augment details
GoldT251.31%4.14%951
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
51.25%
Pick Rate
3.47%
Games
798

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

View augment details
GoldT251.25%3.47%798
Trueshot Prodigy Trueshot Prodigy Trueshot Prodigy Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.73%
Pick Rate
4.50%
Games
1,033

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
PrismaticT250.73%4.50%1,033
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
50.24%
Pick Rate
3.64%
Games
836

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT250.24%3.64%836
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
50.00%
Pick Rate
2.80%
Games
642

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
GoldT250.00%2.80%642
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
49.89%
Pick Rate
3.93%
Games
902

Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them.

View augment details
GoldT249.89%3.93%902
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
49.49%
Pick Rate
2.16%
Games
495

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

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GoldT249.49%2.16%495
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
49.42%
Pick Rate
1.89%
Games
433

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

View augment details
GoldT249.42%1.89%433
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
49.33%
Pick Rate
3.60%
Games
827

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

View augment details
SilverT249.33%3.60%827
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.43%
Pick Rate
1.80%
Games
413

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
PrismaticT248.43%1.80%413
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
48.31%
Pick Rate
1.68%
Games
385

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

View augment details
SilverT248.31%1.68%385
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
48.10%
Pick Rate
1.60%
Games
368

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
GoldT248.10%1.60%368
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
48.05%
Pick Rate
2.01%
Games
462

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
SilverT248.05%2.01%462
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
48.00%
Pick Rate
3.71%
Games
852

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

View augment details
GoldT248.00%3.71%852
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
47.41%
Pick Rate
3.28%
Games
753

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

View augment details
SilverT247.41%3.28%753
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
46.60%
Pick Rate
1.86%
Games
427

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
GoldT246.60%1.86%427
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
46.07%
Pick Rate
2.94%
Games
675

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
GoldT246.07%2.94%675
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
45.41%
Pick Rate
3.46%
Games
795

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

View augment details
SilverT245.41%3.46%795
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
44.71%
Pick Rate
2.96%
Games
680

Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal).

View augment details
GoldT244.71%2.96%680
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.81%
Pick Rate
0.94%
Games
215

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
PrismaticT355.81%0.94%215
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.61%
Pick Rate
1.27%
Games
291

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

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PrismaticT353.61%1.27%291
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
53.59%
Pick Rate
1.45%
Games
334

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

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SilverT353.59%1.45%334
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
53.04%
Pick Rate
1.00%
Games
230

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

View augment details
SilverT353.04%1.00%230
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
52.53%
Pick Rate
0.94%
Games
217

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.

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GoldT352.53%0.94%217
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
51.95%
Pick Rate
0.67%
Games
154

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

View augment details
GoldT351.95%0.67%154
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.98%
Pick Rate
0.67%
Games
153

Grants 3 random Dragon Souls .

View augment details
PrismaticT350.98%0.67%153
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
50.70%
Pick Rate
0.94%
Games
215

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT350.70%0.94%215
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
50.00%
Pick Rate
1.34%
Games
308

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
GoldT350.00%1.34%308
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.00%
Pick Rate
1.04%
Games
238

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
PrismaticT350.00%1.04%238
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.68%
Pick Rate
0.68%
Games
157

周期性地出现一个小蛋糕快速飞越整个大桥。接住小蛋糕会获得50 %i:goldCoins%金币。小蛋糕还会为你和附近的友军回复? + ?已损失生命值,但你们会被施加持续0.5秒的?减速。你的小蛋糕每治疗1000生命值,就会提供150 %i:goldCoins%金币。获得治疗的总和:?已赚取的金币:?

View augment details
PrismaticT349.68%0.68%157
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
49.65%
Pick Rate
1.25%
Games
286

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

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GoldT349.65%1.25%286
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.63%
Pick Rate
1.17%
Games
268

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
PrismaticT349.63%1.17%268
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
49.51%
Pick Rate
0.90%
Games
206

Gain 50 bonus movement speed and 40% slow resist .

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SilverT349.51%0.90%206
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
49.35%
Pick Rate
0.67%
Games
154

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
PrismaticT349.35%0.67%154
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
48.51%
Pick Rate
1.02%
Games
235

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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GoldT348.51%1.02%235
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.14%
Pick Rate
1.28%
Games
295

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

View augment details
PrismaticT348.14%1.28%295
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
47.66%
Pick Rate
1.02%
Games
235

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

View augment details
GoldT347.66%1.02%235
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
47.64%
Pick Rate
0.92%
Games
212

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

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GoldT347.64%0.92%212
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.20%
Pick Rate
0.93%
Games
214

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
PrismaticT347.20%0.93%214
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
46.70%
Pick Rate
0.99%
Games
227

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
GoldT346.70%0.99%227
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.22%
Pick Rate
1.50%
Games
344

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

View augment details
PrismaticT346.22%1.50%344
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
45.93%
Pick Rate
0.75%
Games
172

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%.

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SilverT345.93%0.75%172
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
45.08%
Pick Rate
1.15%
Games
264

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
GoldT345.08%1.15%264
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
44.30%
Pick Rate
1.38%
Games
316

Grants 50% critical strike chance .

View augment details
GoldT344.30%1.38%316
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.26%
Pick Rate
1.02%
Games
235

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
PrismaticT344.26%1.02%235
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
43.29%
Pick Rate
1.01%
Games
231

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

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GoldT343.29%1.01%231
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
42.55%
Pick Rate
1.23%
Games
282

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
SilverT342.55%1.23%282
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
42.02%
Pick Rate
0.82%
Games
188

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
PrismaticT342.02%0.82%188
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
41.88%
Pick Rate
0.70%
Games
160

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
SilverT341.88%0.70%160
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
40.91%
Pick Rate
0.77%
Games
176

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

View augment details
SilverT340.91%0.77%176
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
62.96%
Pick Rate
0.24%
Games
54

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

View augment details
PrismaticT462.96%0.24%54
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
61.84%
Pick Rate
0.33%
Games
76

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

View augment details
PrismaticT461.84%0.33%76
Hand of Baron Hand of Baron Hand of Baron Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
58.18%
Pick Rate
0.24%
Games
55

Gain a modified Hand of Baron , which only grants 25% increased adaptive force and greatly empowers nearby allied minions .

View augment details
PrismaticT458.18%0.24%55
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
57.14%
Pick Rate
0.27%
Games
63

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

View augment details
SilverT457.14%0.27%63
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
56.96%
Pick Rate
0.34%
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
PrismaticT456.96%0.34%79
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.46%
Pick Rate
0.27%
Games
61

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

View augment details
PrismaticT452.46%0.27%61
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
52.24%
Pick Rate
0.29%
Games
67

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

View augment details
SilverT452.24%0.29%67
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.81%
Pick Rate
0.36%
Games
83

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

View augment details
PrismaticT451.81%0.36%83
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.69%
Pick Rate
0.39%
Games
89

Automatically cast an improved version of Camille's Tactical Sweep when an enemy champion is within 650 units of you, winding up over 0. 75 seconds to slash in a 650 radius around you. The slash deals 200 – 350 (based on level) (+ 75% bonus AD) (+ 45% AP) physical damage to enemies within the area (30 second cooldown). Enemies hit by the outer edge of the circle take bonus physical damage equal to 10% (+ 2. 5 % per 100 bonus AD) (+ 1. 6 % per 100 AP) (+ 0. 1 % per 100 bonus health) of their maximum health and are slowed by 80% decaying over 2 seconds. Additionally, you are healed for 80% of the bonus post-mitigation damage against enemy champions hit by the outer edge.

View augment details
PrismaticT451.69%0.39%89
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.33%
Pick Rate
0.49%
Games
113

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
PrismaticT451.33%0.49%113
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
51.11%
Pick Rate
0.59%
Games
135

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
SilverT451.11%0.59%135
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.94%
Pick Rate
0.23%
Games
53

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

View augment details
PrismaticT450.94%0.23%53
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
50.00%
Pick Rate
0.49%
Games
112

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
SilverT450.00%0.49%112
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
48.98%
Pick Rate
0.43%
Games
98

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
GoldT448.98%0.43%98
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
48.21%
Pick Rate
0.24%
Games
56

Grants 60% bonus attack speed .

View augment details
SilverT448.21%0.24%56
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.46%
Pick Rate
0.26%
Games
59

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

View augment details
PrismaticT447.46%0.26%59
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
47.17%
Pick Rate
0.23%
Games
53

Gain Shaco's Backstab , Deceive and Hallucinate's explosion. Replace a summoner spell with Deceive . Passive - Backstab: Your basic attacks deal 20 – 35 (based on level) (+ 50% bonus AD) (+ 35% AP) bonus physical damage on-hit when hitting an enemy from behind. Active - Deceive: Become invisible for up to 3 seconds and blink to the target location within 400 units after a 0. 125 -second delay. Your next basic attack while in stealth deals 100 (+ 150% bonus AD) (+ 55% AP) bonus physical damage , increased to [ 155 (+ 232. 5 % bonus AD) (+ 85. 25 % AP) bonus physical damage ] if Backstab was applied (45 second cooldown). Passive - Hallucinate Death: Upon your death, release an explosion in a 350 radius of your death location, dealing 25% of target's maximum health true damage to enemies within. Additionally, you deploy a box at the location of your death that instantly fears nearby enemies for 1 second. This box does not attack but lasts for 3 seconds.

View augment details
PrismaticT447.17%0.23%53
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
46.94%
Pick Rate
0.43%
Games
98

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

View augment details
GoldT446.94%0.43%98
Poltergeist Poltergeist Poltergeist Silver
Rarity
Silver
Tier
T5
Win Rate
46.67%
Pick Rate
0.26%
Games
60

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
SilverT446.67%0.26%60
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
46.30%
Pick Rate
0.24%
Games
54

Convert all of your ability power into bonus attack damage at a rate of 1 bonus attack damage per 1. 66 ability power . Additionally, increase your total attack damage by 15% .

View augment details
SilverT446.30%0.24%54
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.09%
Pick Rate
0.50%
Games
115

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
PrismaticT446.09%0.50%115
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
45.61%
Pick Rate
0.50%
Games
114

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

View augment details
SilverT445.61%0.50%114
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.61%
Pick Rate
0.25%
Games
57

获得魄罗之王的弹跳!魄罗之王的弹跳:变形为【魄罗之王】3秒!你现在处于不可阻挡和幽灵状态。获得?伤害减免和?移动速度,但被沉默且无法攻击。此外,每1秒都会弹跳,在着陆时对附近的敌方英雄们造成?物理伤害和击退。【魄罗之王】的每次施放仅能对同一敌人造成一次击退。已防止的伤害:?已造成的伤害:?被弹跳的敌人数:?

View augment details
PrismaticT445.61%0.25%57
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
45.45%
Pick Rate
0.57%
Games
132

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
SilverT445.45%0.57%132
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
45.12%
Pick Rate
0.36%
Games
82

Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown).

View augment details
SilverT445.12%0.36%82
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
45.07%
Pick Rate
0.62%
Games
142

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
GoldT445.07%0.62%142
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
45.00%
Pick Rate
0.26%
Games
60

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT445.00%0.26%60
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.96%
Pick Rate
0.56%
Games
129

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
PrismaticT444.96%0.56%129
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
44.95%
Pick Rate
0.47%
Games
109

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT444.95%0.47%109
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
44.74%
Pick Rate
0.33%
Games
76

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

View augment details
GoldT444.74%0.33%76
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
43.94%
Pick Rate
0.29%
Games
66

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

View augment details
PrismaticT443.94%0.29%66
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
43.53%
Pick Rate
0.37%
Games
85

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
GoldT443.53%0.37%85
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
42.71%
Pick Rate
0.42%
Games
96

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
SilverT442.71%0.42%96
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
42.11%
Pick Rate
0.25%
Games
57

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
GoldT442.11%0.25%57
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
41.67%
Pick Rate
0.52%
Games
120

Gain 15% omnivamp .

View augment details
SilverT441.67%0.52%120
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
38.68%
Pick Rate
0.46%
Games
106

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT438.68%0.46%106
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
35.96%
Pick Rate
0.50%
Games
114

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
PrismaticT435.96%0.50%114
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
35.59%
Pick Rate
0.26%
Games
59

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

View augment details
SilverT435.59%0.26%59
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
35.29%
Pick Rate
0.30%
Games
68

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

View augment details
PrismaticT435.29%0.30%68

Ziggs Skill Combos

Extracted from the skill order guide

Skill Order
QEW

Normal order: Q > E > W, with R taken whenever available.

EQW

If your augments make E the center of your damage pattern and the enemy team has multiple short-range champions: E > Q > W can be justified.

QWE

If your augments improve displacement, escape windows, W follow-up, or structure-focused pressure: use Q > W > E only when W is deciding fights.

RQEW

If you are not sure what your augments will push you toward, start Q first and keep it as your main max.

Ziggs 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

Best All-around Setup For Guaranteed Bomb Value

Amumu gives Ziggs the one thing he cannot create alone: dependable lockdown on multiple targets. When enemies are rooted or stunned in a clump, Ziggs can land his area damage without needing perfect prediction.

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

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

Point-and-click Pressure That Protects Ziggs From Divers

Leona gives Ziggs a hard front line with targeted engage and peel. She can start fights, but just as importantly, she can punish assassins and bruisers that jump onto Ziggs.

Gragas Gragas Gragas T3
Tier
T3
Rank
#96
Win Rate
49.46%
Pick Rate
0.50%

Gragas is a flexible brawler-mage who can start fights, peel divers, and punish clumped enemies with explosive displacement. His core pattern is simple: fish with barrels, threaten a body slam engage when someone steps too far forward, then use his ultimate to split the enemy team or knock a priority target into danger. In ARAM: Mayhem, Gragas gets more chances to matter because fights happen constantly and enemies are often packed into narrow space. He can build toward burst when his team needs damage, or play bulkier when he is the main frontline. The key is patience. If you throw everything at the first target you see, good players walk past you after your combo. Hold your engage until an enemy carry is trapped, a diver commits, or your team is ready to follow the knockback. View champion guide

Displacement That Throws Enemies Into Ziggs’ Zones

Gragas changes enemy positioning. That is huge for Ziggs, because bombs get much better when the enemy is knocked into predictable space or separated from their team.

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

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

Long-range Pick And Poke That Stacks Pressure Without Overcommitting

Lux and Ziggs create a long-range damage lane where enemies are constantly punished for walking forward. Lux adds binding threat and shields, while Ziggs adds wave control and persistent zone pressure.

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

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

High-value Peel That Lets Ziggs Keep Casting Under Dive Pressure

Janna does not make Ziggs’ damage flashier, but she makes it much harder to shut him down. Her disengage, shielding, and movement support give Ziggs the time he needs to keep distance and keep throwing bombs.

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

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

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

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

Ziggs Ziggs Ziggs T3
Tier
T3
Rank
#74
Win Rate
50.23%
Pick Rate
0.78%

Ziggs is a long-range artillery mage who wins space before the fight fully starts. He pokes from safety, clears waves fast, and punishes enemies who walk through narrow lanes or clump around objectives. His signature pattern is simple: throw bombs to chip people down, use minefields and displacement to make engages awkward, then help finish structures when the enemy team is forced back. In ARAM: Mayhem, Ziggs plays even more like a pressure pick. The map is still tight, but the pace is wilder, so he has to keep moving between casts instead of standing still and farming damage. Augments can push him toward heavier poke, better safety, or faster fight cleanup, but his core job stays the same: control the lane, soften targets before they engage, and make every enemy advance cost health. View champion guide

Point-and-click Pressure That Protects Ziggs From Divers Synergy Mechanism: Leona Gives Ziggs A Hard Front Line With Targeted Engage And Peel. She Can Start Fights, But Just As Importantly, She Can Punish Assassins And Bruisers That Jump Onto Ziggs. Combo: Leona Marks The First Enemy Who Overextends, Locks Them Down, And Ziggs Layers Damage Where That Target Has To Stand. If The Enemy Tries To Counter-dive, Ziggs Kites Backward While Leona Turns And Pins The Diver In His Damage Zone. Best Scenario: This Works Best When Ziggs’ Team Wants Slow, Controlled Lane Pressure. Leona Stands Between Ziggs And The Enemy, Threatens Engage If They Walk Up, And Gives Ziggs Room To Clear Waves, Chip Towers, And Force Enemies To Fight From Low Health. Enemy Answer: The Enemy Can Ignore Leona’s First Target And Dive Past Her, Or They Can Poke Her Down Before She Finds A Clean Engage. Champions With Strong Disengage Can Also Break The First Attempt And Leave Leona Stranded. Failure Risk: If Leona Engages While Ziggs Is Clearing The Wave Or Repositioning, The Damage Lands Late. If Ziggs Stands Too Close Behind Her, Enemy Area Crowd Control Can Catch Both At Once. Recovery: After A Failed Engage, Leona Should Stop Forcing And Hold Cooldowns For Peel. Ziggs Can Reset The Lane By Clearing Minions From Max Range And Using Terrain Pressure To Discourage The Next Dive. 3. Gragas

The best Ziggs teams do not just add more damage. They give him time, space, and forced targets. Pick engage if the team lacks a way to start fights, pick peel if the enemy has dive, and pick long-range crowd control if the enemy is trying to sit back. When those jobs are covered, Ziggs turns every narrow path into a losing trade for the enemy team.

Ziggs ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityZiggs is usually a poke and siege champion. He pressures waves, chips enemies under tower, and turns every missed dodge into turret damage.Ziggs has to control tempo, not just poke. He traps enemies in bad approach angles or stalls chokes to force enemies to spend mobility.Shift from passive siege to active tempo control that dictates enemy movement.
Satchel Charge UsageYou can sometimes use Satchel Charge greedily for turret pressure or a bit of extra damage without severe punishment.Wasting W before the enemy engage is one of the fastest ways to die. Hold it when assassins, divers, or Snowball users are looking at you.Save W to deny divers; never spend it for poke when enemy engage is ready.
Minefield PlacementMinefield often sits in front of a wave or tower to make walking forward annoying for opponents.Place it where a fight will actually happen: between your carry and the diver, or across a choke your team is kiting through.Use E to shape the actual fight, not just to annoy enemies in neutral lanes.
Ultimate TimingMany Ziggs players hold Mega Inferno Bomb too long, waiting for a perfect low-health execute.Mayhem rewards earlier, fight-breaking casts. Use it when enemies are clumped by engage or trapped by allied crowd control.Cast R to break fights early, not just to execute low-health targets.
Positioning DisciplineSit behind the wave, behind allies, and keep throwing bombs at anyone walking into range.Start behind your team, then shift sideways as the enemy engage angle appears. Use lane edges and minion waves to make their path awkward.Constantly reposition sideways; standing directly behind your tank makes you predictable.

Champion Analysis

Role / Current performance

Overview

Ziggs the Hexplosives Expert stands as one of the most destructive long-range poke mages in League of Legends, consistently ranking as a top-tier champion in ARAM: Mayhem due to his exceptional poke range and massive area-of-effect damage. He functions primarily as a long-range poke mage and AoE damage specialist, making him an essential pick for mage players seeking safe, high-impact damage output. His core gameplay revolves around his Q, Bouncing Bomb, which serves as his primary poke tool by bouncing to a target location and exploding. Players must predict enemy movements and place Q where enemies will be rather than where they currently are, taking advantage of the bomb's ability to bounce once and hit enemies behind cover. His E, Hexplosive Minefield, creates a slowing damage zone that adds zone control to his kit. His ultimate, Mega Inferno Bomb, launches a massive bomb across extreme distances that can cover the entire enemy formation with devastating AoE damage, making it one of the strongest AoE poke abilities in ARAM. Players should use it to soften enemy formations before teamfights or deal maximum damage during engagements, casting safely from behind their team. W, Satchel Charge, provides crucial versatility as Ziggs's only self-peel tool. It can knock up enemies or displace Ziggs himself, offering an escape mechanism when assassins dive. This displacement ability is vital for survival given his fragility and limited mobility. Ziggs's strengths include extreme range, massive AoE damage, exceptional poke capability, and a huge ultimate area. He can output damage safely from a distance, establishing dominance as a poke mage. However, his weaknesses require careful attention: he is fragile, has limited mobility with only a small W displacement, relies on skillshots that demand prediction, and is mana-hungry. Against dive champions, maintaining careful positioning becomes essential for survival. His practical strategic value lies in his ability to shape teamfights from safety, forcing enemies to navigate minefields while dodging bouncing bombs and facing the threat of a global-range ultimate. Players must balance aggressive poke with positional awareness, using W defensively when threatened and maximizing damage through precise Q placement and well-timed R casts.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Ziggs wins Mayhem games by controlling space first, then converting that space into tower damage and safe ultimate picks. He should not be played like a burst mage who walks up for every trade. The best fights start with enemies already slowed, split by mines, or forced to dodge bombs while the frontline owns the middle of the lane. Fight setup begins with shaping the lane rather than fishing with random bombs. Mines should be placed where enemies want to step next: under their frontline's feet, beside the health pack path, or across the angle their backline uses to dodge. If enemies walk through mines, the team gets a clean punish. If they walk around, they surrender lane space. Q should pressure movement, not only health bars, by aiming at spots enemies need to occupy to last-hit, protect a turret, or follow their tank. Satchel Charge must be saved when enemies still have dive tools, as throwing it early for minor damage allows assassins and bruisers to reach Ziggs for free. Use it to interrupt direct engage, push threats away from the carry line, or knock yourself out of a bad angle. When the enemy dives, retreat diagonally rather than straight backward, since a straight retreat stacks the team in the narrow lane and makes enemy area damage more effective. Move toward the safer wall, drop mines between yourself and the diver, then use Satchel if they commit past the minefield. Satchel serves as both a panic button and a punish button. If a diver uses their gap closer first, wait for their landing point and blast them away from follow-up range. Using Satchel before they commit allows them to wait it out and re-engage. Do not ultimate the first champion that jumps in unless they are actually trapped. Against hard engage, the ultimate is often stronger on the second wave: the enemy backline walking forward to support the dive. Narrow-lane spacing requires standing one step behind the main damage line, not at the very back wall. Too far back means bombs only hit minions and the team fights without zone control. Too far forward means every Snowball, hook, and dash becomes lethal. Do not stack directly with the ADC or enchanter, as this makes enemy engage spells more effective. Hold a parallel angle so mines and bombs cover the same fight while forcing enemies to choose one target. Poke whoever is forced to stand still, but commit burst onto whoever cannot leave. Tanks are fine targets for repeated Q and mines if they are blocking the lane, but the ultimate should usually punish grouped carries, locked targets, or low-health enemies retreating behind the wave. Do not tunnel the enemy backline if their frontline is about to reach yours, as Ziggs can shred a fight by denying the tank's path. Snowball should be used mostly as a finisher or reposition tool, not as a normal engage. Ziggs is not built to land in the middle of five champions without backup. Throw Snowball after the zone is already placed, following the pattern of mines first, Snowball second. When behind, stop contesting every inch of lane. Give ground, clear waves, and make enemies start fights through mines. Prioritize survival over damage charts, as a living Ziggs keeps waves controlled, protects damaged structures, and punishes overextensions. The clean Ziggs pattern is simple: control the step they want to take, keep Satchel for the threat that can kill you, and turn every forced retreat into wave or turret pressure.

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Playstyle Guide

Playstyle / Team structure

Play guide

Ziggs the Hexplosives Expert approaches Mayhem fights as a control-oriented siege specialist who wins through careful spacing, wave management, and structure pressure rather than direct brawling. His game plan unfolds across three distinct phases, each requiring disciplined positioning and deliberate decision-making. During levels 1 through 6, Ziggs builds lane control without exposing himself to engage. He positions slightly behind his frontline and off-center from his carry partner, maintaining enough distance to avoid Snowballs and hard engage while keeping his bombs in range of both the wave and enemy backline. His early trading rhythm prioritizes waveclear first and champion damage second, clearing enough minions to prevent hard shoves before punishing enemies who step forward. Snowball serves primarily as a defensive spacing tool rather than an engage option; Ziggs should never take the dash into a tank surrounded by teammates, as this typically surrenders shutdown tempo before he has sufficient items or augments. Early augment selections should address lane needs, with cast-focused options enabling wave contesting and defensive choices allowing wider positioning angles. Ziggs pushes when his team has health and frontline presence, and stalls when low on health or facing hard engage, clearing from maximum range to make enemies spend resources moving the wave. From levels 7 through 11, Ziggs converts poke into turret pressure. He plays behind the minion wave against Snowball pressure and shifts sideways only when his frontline controls the center. His trading pattern becomes two-step: force enemy movement with a bomb or zone tool, then punish their chosen direction. Mid-game Snowball use requires patience, throwing it to create respect for follow-up rather than committing to risky dashes. Augment choices now counter the enemy's primary win condition, whether that means safer angles against outranging comps or durability against divers. When ahead, Ziggs avoids chasing kills through the lane and instead focuses on structure damage, following a pattern of poke, push, turret damage, and retreat. When behind, he makes enemy pushes slow and expensive by clearing waves before they stack and saving zone control for engage timing. In levels 12 and beyond, Ziggs plays for decisive waves, clean ultimates, and anti-dive spacing. Late-game positioning requires staying far enough back that enemies must spend real engage tools to reach him, positioning diagonally from main threats to force assassins to travel farther. His poke targets carries walking up to clear or clumped enemies, avoiding tanks unless they block a push. Snowball discipline becomes critical, as a single bad recast can lose the game due to long death timers. Late augments complete his role, whether as main siege threat, damage converter, or survivable caster. Push decisions come when enemies are dead, chunked, or forced back, while stall decisions happen when waiting for respawns or key ultimates. When ahead late, Ziggs treats enemy catch potential as their only win condition and lets his frontline face-check while he makes defense impossible through repeated poke. When behind, he provides comeback potential through waveclear, punishing overextended carries and holding zone control for enemy dive attempts. His ultimate objective is creating fights the enemy cannot enter cleanly, turning the lane into a no-walk zone where every step costs health, tempo, or the game.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Ziggs the Hexplosives Expert excels at converting small health leads into map damage and delaying games through superior waveclear from distance. His core strength lies in poke control, forcing enemies to choose between eating bombs, giving up minions, or stepping into dangerous positions. When ahead, Ziggs wins by turning the lane into a no-walk zone rather than fishing for flashy kills, keeping enemies stuck under turret while chipping away at structures. He is one of the best champions at translating small advantages into objective damage, using his waveclear to keep allied minions alive for turret pressure. Ziggs' primary weakness is his fragility when caught out of position. He can be killed before his damage matters, especially against heavy engage compositions. The throw happens when he mistakes range for safety and stands alone without teammates close enough to peel. Walking past the frontline to chase a low-health carry, using every spell on the wave while an assassin is missing from vision, or standing in a straight line for hard engage are common traps that lead to shutdown gold for the enemy. When ahead, Ziggs should play wider and slower with range-boosting augments, bait short engages with defensive augments only when his escape is ready, and increase wave denial pace with ability haste augments while holding at least one defensive button against threats. His biggest job is preventing the comeback fight by maintaining spacing, avoiding greedy chases past enemy turrets, and pushing cleanly after winning fights before celebrating. A dead Ziggs turns into a full enemy push, while partial turret damage is still progress. When behind, Ziggs shifts from trying to win with raw poke to winning the next wave. He clears minions before they stack or reach his turret, forcing enemies to either dive without minion support or wait while his team recovers. Behind Ziggs is about buying time until one enemy overreaches, playing from behind allies who can block engage, and using the low turret as bait rather than panicking. He should use defensive augments to survive the first engage rather than standing closer, become stubborn about minion clears with waveclear augments, and layer crowd control with allied peel instead of throwing zones randomly. The unrecoverable fight occurs when players split in different directions around a dying structure. Ziggs must retreat as a group and cast backward, staying alive for the second rotation rather than landing the first poke. His comeback pattern follows a specific order: waveclear into one punished overstep, then objective damage while the enemy is missing a player. Reversing this order by chasing before clearing loses tempo and eliminates the recovery window.

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Champion Background

Lore / Identity / Text block

Background copy

Ziggs wins Mayhem fights by making enemies pay for standing in obvious places: minion waves, choke points, tower approaches, health relic paths, and the space behind their frontline. He is a pressure champion rather than a clean duelist. Spending spells just to look busy gives assassins and divers a free lane, but holding the right spell for the right doorway forces the enemy team to either eat damage or give up ground. His passive, Short Fuse, periodically empowers his next basic attack with extra magic damage. The value lies in knowing when a safe empowered auto can finish a target, punish a tower, or add burst after crowd control setup. In Mayhem's faster, messier fights, the passive works best when the enemy has already spent their engage or when your frontline is holding space. Step up only when return damage is already blocked, dodged, or committed elsewhere. Walking past your minion line just because the passive is ready invites punishment, as enemies see the same glowing opportunity. Q, Bouncing Bomb, serves as Ziggs' main poke and wave-control spell. The bomb bounces before exploding, making it strong into grouped enemies but unreliable against players moving sideways. Aim where enemies must walk rather than directly at champions: behind low-health minions, beside terrain, at the end of a narrow lane, or on retreat paths after allied crowd control. Q follows slows and displacement well, pairing with E, W, or allied lockdown. Early, Q should manage the wave and chip enemies simultaneously. In teamfights, spam is not the same as pressure. Throw Q into clumped backliners, onto committed divers, or at ground enemy carries must cross. W, Satchel Charge, places an explosive charge that knocks enemies and Ziggs away from the blast. It is his key self-peel tool and a major reason enemies cannot simply run straight at him. Treat W like an emergency brake in Mayhem's chaotic dives and Snowball follow-ups. If W is available, Ziggs can survive pressure and reset spacing. If wasted for poke, he becomes much easier to collapse on. Place W where enemies will be when they commit, not where they are while posturing. W is the most punishable spell to waste; if it is down and enemies have engage tools, Ziggs must stand farther back and may lose the ability to contest waves or health relic fights. E, Hexplosive Minefield, scatters mines over an area that damage and slow enemies, making it Ziggs' best zone-control spell. It says "you do not get to walk here for free." Drop it across choke points, on allied crowd control, in front of enemy divers, or behind retreating enemies. E is strongest when covering a route rather than thrown directly under someone who can step out. It makes Q easier to hit by slowing and narrowing movement. If E is down, enemies can walk at your team with far less risk. R, Mega Inferno Bomb, is Ziggs' long-range area burst used to finish low-health enemies, punish clumped teams, swing distant fights, or force carries to scatter. It lets Ziggs influence messy fights without walking into danger. The center is the threat; aim where enemies will be after reacting to engage, after E slows, or after retreating from low-health allies. R is best after crowd control, slows, or terrain pressure. A wasted R removes Ziggs' biggest punish tool, letting enemy backlines group confidently and low-health targets stay in fights. Play Ziggs like a trap setter, not a coin-flip artillery mage.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Ziggs wins Mayhem fights by forcing enemies to walk through bad space before they can reach him. Most losing games stem from rushing spells, standing too close after misses, or using Satchel Charge as a damage button when it should keep him alive. The core rule is that if a missed spell makes you walk closer, you are already making a second mistake. Ziggs is strongest when missed poke costs only time, not position. Mechanical mistakes center on spell accuracy and positioning. Throwing Bouncing Bomb straight at a sideways-moving champion causes the bomb to skip past, wasting the main poke window while giving enemies a clean step forward. The correct approach is aiming where enemies must walk: at minions, choke points, slowed targets, or the space behind retreating enemies so the bounce path does the work. After a miss, back up immediately, drop Minefield between yourself and advancing enemies, and reset behind the frontline rather than trying to compensate with a bad auto attack. Placing Minefield directly on an uncontrolled enemy allows them to sidestep out, wasting the best zoning tool and leaving the team without a barrier against dive. Minefield belongs across paths enemies want to take: between their engage champion and your backline, under stunned targets, or across exits after fights start. Using Satchel Charge early for poke when enemy engage is still available removes the escape button, turning any dash or Snowball follow-up into a forced death. Hold Satchel when assassins or divers are threatening, using it to create distance, interrupt committed paths, or reposition over danger. Satcheling yourself toward enemies after landing poke trades range advantage for a possible shutdown. Finish low targets with delayed bombs, ultimate coverage, or teammate crowd control instead. Casting Mega Inferno Bomb at the first visible low-health champion without checking movement or protection wastes the biggest pressure tool. Use the ultimate on trapped, slowed, clustered, or retreating enemies where they must keep fighting or have already spent mobility. Standing still after casts to watch whether spells hit makes Ziggs an easy target for Snowballs, hooks, and long-range crowd control. Cast, then move to a new angle so skillshots aimed at the old spot miss. Auto attacking in front of enemy engage range trades the safe artillery role for a short-range trade with a clear punish window. Decision mistakes include treating Ziggs as a pure damage carry while ignoring wave control. Clear or thin waves before fishing for champion damage, especially when teammates are waiting on cooldowns. Fighting in open lanes gives mobile enemies room to dodge bombs and split around Minefield. Fight around minion waves, choke points, and narrow paths where enemies have fewer clean sidesteps. Spending all spells on poke right before teammates want to engage leaves no control spells for the actual commit. Track enemy Snowball angles even when behind minions, as tagged teammates or summoned units can still create dive paths. Chasing low-health enemies past the minion wave leaves the safe zone and gives enemies a clean turnaround on an immobile artillery mage. Adjust spacing based on enemy cooldowns, stepping forward only after key engage tools are used and retreating before they come back up.

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FAQ

Ziggs

FAQ

Is Ziggs a good pick in ARAM: Mayhem? Yes, Ziggs is good when your team can play around poke, wave control, and turret pressure. If the enemy has to walk through a narrow lane, keep throwing bombs at the minion wave and at anyone standing near it. The tradeoff is that you are fragile and predictable if divers save their engage for after you use your displacement. What is Ziggs trying to do in the first few minutes? Your first job is to control the wave without stepping into engage range. If the enemy team is clumped behind minions, aim bombs where they want to last-hit or dodge, not just where they are standing. The tradeoff is mana and cooldown pressure, so do not throw every spell at full range unless it protects the wave or hits multiple targets. How should I use Ziggs' poke in Mayhem? Use poke to force bad movement before fights start, not just to farm damage numbers. If an enemy carry is hugging the side wall or hiding behind low-health minions, angle your bombs to make them choose between taking damage and giving up position. The tradeoff is that missed poke gives engage champions a window to walk forward while your best zoning tools are down.

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