ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T4 Rank #105

Draven ARAM Mayhem Build & Best Augments

Draven role and playstyle: baseline role is ARAM champion, with a core identity built around teamfight utility and damage output. The kit should be evaluated around its main cooldowns and teamfight pattern. Hextech augment reliance: 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: Medium execution: success depends on consistent ability timing, positioning, and target choice. 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.

Draven Draven the Glorious Executioner Mage
TierT4
Rank#105
Win Rate47.65%
Pick Rate0.50%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

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

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

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

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

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

Win Rate49.48%
Pick Rate33.26%
#2
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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

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

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Win Rate55.45%
Pick Rate13.41%
#3
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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

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

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

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

Win Rate51.89%
Pick Rate7.95%

Situational itemstop 12

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

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

51.42%
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

51.18%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

51.84%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

54.72%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

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

50.72%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

52.63%
Rapid Firecannon Rapid Firecannon Rapid Firecannon
Total Price
2,650
Price
850

+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.

48.83%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

42.72%
Serpent's Fang Serpent's Fang Serpent's Fang
Total Price
2,500
Price
625

+55 Attack Damage 15 Lethality Shield Reaver Damaging an enemy champion reduces Shields they gain by % for 3 seconds. If they were not already affected by Shield Reaver, reduce Shields on them by %.

48.68%
Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

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

55.07%
Edge of Night Edge of Night Edge of Night
Total Price
3,000
Price
850

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

55.65%
Essence Reaver Essence Reaver Essence Reaver
Total Price
3,050
Price
500

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

58.20%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

48.43%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

48.43%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

48.43%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

50.79%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

50.79%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

53.90%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

53.90%

Core items

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

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

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

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

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

Win Rate46.39%
Pick Rate20.61%
#2
The Collector The Collector The Collector
Total Price
3,000
Price
525

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

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

Win Rate46.71%
Pick Rate8.95%
#3
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

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

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

Win Rate44.36%
Pick Rate3.31%

Situational itemstop 12

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

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

48.11%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

49.55%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

47.81%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

49.24%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

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

50.09%
Rapid Firecannon Rapid Firecannon Rapid Firecannon
Total Price
2,650
Price
850

+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.

48.00%
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

52.66%
Essence Reaver Essence Reaver Essence Reaver
Total Price
3,050
Price
500

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

49.89%
Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

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

51.77%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

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

46.49%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

49.01%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

46.95%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

47.07%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

47.07%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

47.07%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

46.77%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

46.77%
B. F. Sword B. F. Sword B. F. Sword
Total Price
1,300
Price
1,300

+40 Attack Damage

49.55%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
56.25%
Pick Rate
5.76%
Games
848

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

View augment details
GoldT156.25%5.76%848
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
53.65%
Pick Rate
6.52%
Games
960

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

View augment details
SilverT153.65%6.52%960
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
53.28%
Pick Rate
7.34%
Games
1,081

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

View augment details
PrismaticT153.28%7.34%1,081
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
52.67%
Pick Rate
18.43%
Games
2,713

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
GoldT152.67%18.43%2,713
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.03%
Pick Rate
8.03%
Games
1,182

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
PrismaticT152.03%8.03%1,182
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
51.17%
Pick Rate
9.56%
Games
1,407

Gain 15% omnivamp .

View augment details
SilverT151.17%9.56%1,407
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
50.74%
Pick Rate
11.90%
Games
1,752

Upgrades Hubris , empowering Eminence to heal you for 2. 5 % (+ 0. 5 % per stack) maximum health upon being triggered and grant you 10 (+ 5 per stack) bonus movement speed for its duration. Additionally, gain 250 .

View augment details
GoldT150.74%11.90%1,752
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
50.68%
Pick Rate
13.51%
Games
1,989

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

View augment details
GoldT150.68%13.51%1,989
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.51%
Pick Rate
8.60%
Games
1,267

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

View augment details
PrismaticT150.51%8.60%1,267
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
50.41%
Pick Rate
17.39%
Games
2,561

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT150.41%17.39%2,561
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
49.96%
Pick Rate
8.47%
Games
1,247

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

View augment details
GoldT149.96%8.47%1,247
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
49.90%
Pick Rate
6.74%
Games
992

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

View augment details
GoldT149.90%6.74%992
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
49.79%
Pick Rate
6.48%
Games
954

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

View augment details
GoldT149.79%6.48%954
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
49.47%
Pick Rate
10.16%
Games
1,496

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT149.47%10.16%1,496
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
49.04%
Pick Rate
12.03%
Games
1,772

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

View augment details
SilverT149.04%12.03%1,772
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
48.53%
Pick Rate
9.95%
Games
1,465

Grants 60% bonus attack speed .

View augment details
SilverT148.53%9.95%1,465
Critical Rhythm Critical Rhythm Critical Rhythm Gold
Rarity
Gold
Tier
T1
Win Rate
47.79%
Pick Rate
15.65%
Games
2,304

Your critical strikes grant you 6% bonus attack speed for 6 seconds, stacking up to 10 times for a total of 60% . Additionally, gain 25% critical strike chance .

View augment details
GoldT147.79%15.65%2,304
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.71%
Pick Rate
5.62%
Games
828

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT147.71%5.62%828
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
47.52%
Pick Rate
8.48%
Games
1,248

Grants 18% armor penetration and magic penetration .

View augment details
GoldT147.52%8.48%1,248
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
47.49%
Pick Rate
7.99%
Games
1,177

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

View augment details
GoldT147.49%7.99%1,177
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
47.49%
Pick Rate
5.55%
Games
817

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
SilverT147.49%5.55%817
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
47.13%
Pick Rate
7.94%
Games
1,169

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT147.13%7.94%1,169
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
46.27%
Pick Rate
8.38%
Games
1,234

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

View augment details
SilverT146.27%8.38%1,234
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
45.91%
Pick Rate
5.40%
Games
795

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
GoldT145.91%5.40%795
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
44.62%
Pick Rate
7.32%
Games
1,078

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
PrismaticT144.62%7.32%1,078
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
44.35%
Pick Rate
6.85%
Games
1,008

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

View augment details
GoldT144.35%6.85%1,008
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
39.81%
Pick Rate
5.87%
Games
864

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

View augment details
GoldT139.81%5.87%864
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
60.87%
Pick Rate
2.50%
Games
368

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

View augment details
PrismaticT260.87%2.50%368
Draw Your Sword Draw Your Sword Draw Your Sword Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
58.33%
Pick Rate
3.26%
Games
480

Become melee , modifying your attack range to 200 units. Additionally, gain 30% bonus attack damage , 25% bonus attack speed , 30% bonus health , 25% bonus movement speed , and 20% life steal. These bonuses are increased by 0% – 30% (based on champion's default attack range). This augment is only available for ranged champions.

View augment details
PrismaticT258.33%3.26%480
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
58.29%
Pick Rate
2.95%
Games
434

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
GoldT258.29%2.95%434
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
56.88%
Pick Rate
3.01%
Games
443

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

View augment details
GoldT256.88%3.01%443
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
56.69%
Pick Rate
3.25%
Games
478

Increases attack damage by 20% .

View augment details
SilverT256.69%3.25%478
Spin To Win Spin To Win Spin To Win Silver
Rarity
Silver
Tier
T5
Win Rate
54.84%
Pick Rate
2.32%
Games
341

Your spinning abilities deal 30% increased damage and have their cooldown reduced equivalent to 30 ability haste.

View augment details
SilverT254.84%2.32%341
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.63%
Pick Rate
1.54%
Games
227

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

View augment details
PrismaticT254.63%1.54%227
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
54.21%
Pick Rate
2.91%
Games
428

Gain 1750 upon acquiring this augment.

View augment details
GoldT254.21%2.91%428
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
53.90%
Pick Rate
1.83%
Games
269

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
SilverT253.90%1.83%269
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
53.62%
Pick Rate
3.00%
Games
442

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

View augment details
SilverT253.62%3.00%442
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
53.39%
Pick Rate
1.60%
Games
236

Gain 2 Stat Anvils .

View augment details
SilverT253.39%1.60%236
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.08%
Pick Rate
2.53%
Games
373

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

View augment details
PrismaticT253.08%2.53%373
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
52.84%
Pick Rate
1.56%
Games
229

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
GoldT252.84%1.56%229
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
51.10%
Pick Rate
4.64%
Games
683

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

View augment details
SilverT251.10%4.64%683
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
50.83%
Pick Rate
4.09%
Games
602

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
SilverT250.83%4.09%602
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
49.08%
Pick Rate
3.32%
Games
489

Grants 50% critical strike chance .

View augment details
GoldT249.08%3.32%489
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.49%
Pick Rate
3.82%
Games
563

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
PrismaticT248.49%3.82%563
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
48.14%
Pick Rate
2.92%
Games
430

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
GoldT248.14%2.92%430
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
47.40%
Pick Rate
3.01%
Games
443

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
GoldT247.40%3.01%443
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
47.27%
Pick Rate
1.87%
Games
275

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT247.27%1.87%275
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
46.57%
Pick Rate
2.38%
Games
350

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
SilverT246.57%2.38%350
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
46.33%
Pick Rate
3.61%
Games
531

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
GoldT246.33%3.61%531
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
45.75%
Pick Rate
4.16%
Games
612

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

View augment details
GoldT245.75%4.16%612
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
45.72%
Pick Rate
2.54%
Games
374

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

View augment details
SilverT245.72%2.54%374
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.42%
Pick Rate
4.16%
Games
612

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

View augment details
PrismaticT245.42%4.16%612
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
44.84%
Pick Rate
2.11%
Games
310

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

View augment details
PrismaticT244.84%2.11%310
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
44.29%
Pick Rate
1.90%
Games
280

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

View augment details
GoldT244.29%1.90%280
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
43.62%
Pick Rate
3.94%
Games
580

Basic attacks generate a stack, up to 2 times. At 2 stacks, your next basic attack consumes all stacks to apply on-hit effects again at 150% effectiveness.

View augment details
GoldT243.62%3.94%580
ReEnergize ReEnergize ReEnergize Silver
Rarity
Silver
Tier
T5
Win Rate
43.55%
Pick Rate
2.11%
Games
310

Your Energized attacks against targets not hit by your previous Energized attack do not consume any Energize stacks on-hit. Additionally, when fully Energized , your next basic attack deals bonus magic damage on-hit equal to 10% of the target's current health .

View augment details
SilverT243.55%2.11%310
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
43.27%
Pick Rate
3.53%
Games
520

Basic attacks on-hit reduce the target's damage dealt by 15% for 3 seconds, refreshing with each hit. Their size is also reduced significantly for the duration.

View augment details
GoldT243.27%3.53%520
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
42.17%
Pick Rate
2.13%
Games
313

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
GoldT242.17%2.13%313
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
61.61%
Pick Rate
0.76%
Games
112

Grants 3 random Dragon Souls .

View augment details
PrismaticT361.61%0.76%112
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
60.48%
Pick Rate
0.84%
Games
124

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
PrismaticT360.48%0.84%124
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
56.73%
Pick Rate
0.71%
Games
104

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

View augment details
GoldT356.73%0.71%104
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
56.20%
Pick Rate
0.82%
Games
121

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
GoldT356.20%0.82%121
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.90%
Pick Rate
1.32%
Games
195

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

View augment details
PrismaticT355.90%1.32%195
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
54.96%
Pick Rate
0.89%
Games
131

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
PrismaticT354.96%0.89%131
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
54.62%
Pick Rate
0.88%
Games
130

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
PrismaticT354.62%0.88%130
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
52.53%
Pick Rate
0.67%
Games
99

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
SilverT352.53%0.67%99
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
51.54%
Pick Rate
0.88%
Games
130

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

View augment details
SilverT351.54%0.88%130
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
51.14%
Pick Rate
0.60%
Games
88

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

View augment details
SilverT351.14%0.60%88
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
50.79%
Pick Rate
1.28%
Games
189

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT350.79%1.28%189
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
50.65%
Pick Rate
1.05%
Games
154

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
SilverT350.65%1.05%154
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
50.23%
Pick Rate
1.50%
Games
221

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
PrismaticT350.23%1.50%221
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
50.00%
Pick Rate
0.60%
Games
88

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

View augment details
GoldT350.00%0.60%88
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
49.62%
Pick Rate
0.90%
Games
133

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

View augment details
GoldT349.62%0.90%133
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
49.49%
Pick Rate
0.67%
Games
99

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
GoldT349.49%0.67%99
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.83%
Pick Rate
0.78%
Games
115

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
PrismaticT347.83%0.78%115
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
47.47%
Pick Rate
0.67%
Games
99

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
GoldT347.47%0.67%99
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.37%
Pick Rate
0.77%
Games
114

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
PrismaticT347.37%0.77%114
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.26%
Pick Rate
1.37%
Games
201

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
PrismaticT347.26%1.37%201
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.70%
Pick Rate
1.24%
Games
182

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
PrismaticT346.70%1.24%182
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.36%
Pick Rate
0.75%
Games
110

Replace a summoner spell with Blade Waltz . Blade Waltz: Blink to the target enemy champion. After 0. 25 seconds, you then blink to the nearest other enemy champion every 0. 25 seconds over the next 1. 75 seconds, blinking up to 7 additional times. Each time you blink to a target, deal 30 – 150 (based on level) (+ 10% bonus AD) (+ 6% AP) physical damage to them and apply on-hit effects at 50% effectiveness, up to a total of 240 – 1200 (based on level) (+ 80% bonus AD) (+ 48% AP) . While Blade Waltz is active, you are untargetable and unable to act . This effect will end prematurely if there are no longer any nearby valid targets to blink to. A target can be blinked to more than once if there are no other valid targets in range.

View augment details
PrismaticT346.36%0.75%110
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
45.71%
Pick Rate
0.71%
Games
105

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
PrismaticT345.71%0.71%105
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
45.68%
Pick Rate
1.10%
Games
162

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
GoldT345.68%1.10%162
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
45.45%
Pick Rate
0.67%
Games
99

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
GoldT345.45%0.67%99
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
45.31%
Pick Rate
0.87%
Games
128

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

View augment details
GoldT345.31%0.87%128
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
45.09%
Pick Rate
1.17%
Games
173

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

View augment details
GoldT345.09%1.17%173
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
43.37%
Pick Rate
0.56%
Games
83

Grants 60 ability haste .

View augment details
GoldT343.37%0.56%83
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
42.45%
Pick Rate
0.94%
Games
139

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT342.45%0.94%139
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.96%
Pick Rate
0.76%
Games
112

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

View augment details
PrismaticT341.96%0.76%112
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
41.48%
Pick Rate
0.92%
Games
135

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
SilverT341.48%0.92%135
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
40.70%
Pick Rate
0.58%
Games
86

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
GoldT340.70%0.58%86
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
39.29%
Pick Rate
0.57%
Games
84

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

View augment details
SilverT339.29%0.57%84
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
38.71%
Pick Rate
0.63%
Games
93

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

View augment details
PrismaticT338.71%0.63%93
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
34.58%
Pick Rate
0.73%
Games
107

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

View augment details
PrismaticT334.58%0.73%107
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
30.00%
Pick Rate
0.68%
Games
100

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

View augment details
PrismaticT330.00%0.68%100
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
61.54%
Pick Rate
0.35%
Games
52

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
SilverT461.54%0.35%52
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.56%
Pick Rate
0.43%
Games
63

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
PrismaticT455.56%0.43%63
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.91%
Pick Rate
0.37%
Games
55

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
PrismaticT450.91%0.37%55
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
49.09%
Pick Rate
0.37%
Games
55

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

View augment details
GoldT449.09%0.37%55
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
49.09%
Pick Rate
0.37%
Games
55

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

View augment details
SilverT449.09%0.37%55
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
47.14%
Pick Rate
0.48%
Games
70

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
GoldT447.14%0.48%70
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
45.95%
Pick Rate
0.50%
Games
74

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

View augment details
SilverT445.95%0.50%74
Poltergeist Poltergeist Poltergeist Silver
Rarity
Silver
Tier
T5
Win Rate
45.28%
Pick Rate
0.36%
Games
53

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
SilverT445.28%0.36%53
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
45.07%
Pick Rate
0.48%
Games
71

Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown).

View augment details
GoldT445.07%0.48%71
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
44.16%
Pick Rate
0.52%
Games
77

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
GoldT444.16%0.52%77
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
43.94%
Pick Rate
0.45%
Games
66

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

View augment details
SilverT443.94%0.45%66
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
43.84%
Pick Rate
0.50%
Games
73

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
SilverT443.84%0.50%73
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
43.08%
Pick Rate
0.44%
Games
65

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
SilverT443.08%0.44%65
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.62%
Pick Rate
0.41%
Games
61

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
PrismaticT442.62%0.41%61
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
41.79%
Pick Rate
0.46%
Games
67

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
GoldT441.79%0.46%67
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
39.66%
Pick Rate
0.39%
Games
58

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
PrismaticT439.66%0.39%58
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
38.46%
Pick Rate
0.35%
Games
52

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
GoldT438.46%0.35%52
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
38.03%
Pick Rate
0.48%
Games
71

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
GoldT438.03%0.48%71
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
36.84%
Pick Rate
0.52%
Games
76

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
GoldT436.84%0.52%76
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
36.71%
Pick Rate
0.54%
Games
79

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

View augment details
GoldT436.71%0.54%79
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
35.29%
Pick Rate
0.35%
Games
51

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

View augment details
GoldT435.29%0.35%51
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
35.19%
Pick Rate
0.37%
Games
54

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT435.19%0.37%54
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
29.09%
Pick Rate
0.37%
Games
55

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

View augment details
GoldT429.09%0.37%55

Draven Skill Combos

Extracted from the skill order guide

Skill Order
RQWE

Normal order: R > Q > W > E.

QEW

Go Q > E > W when the enemy team has multiple champions that can repeatedly reach you and your team lacks reliable peel.

RQEW

The clean default is simple: play R > Q > W > E, switch to R > Q > E > W only when peel and interruption are more important than chase, and never abandon Q first unless a specific Mayhem rule or augment directly changes how Draven deals his main damage.

RQWE

Max Q first, take R whenever it is available, max W second, and leave E for last unless the lobby gives you a clear reason to change.

Draven Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Draven counters these champions in ARAM: Mayhem.

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

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

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

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

Twitch Twitch Twitch T2
Tier
T2
Rank
#45
Win Rate
51.77%
Pick Rate
1.00%

Twitch is a stealth-focused marksman who wins fights by choosing when they start. He looks for a flank, opens from safety, stacks poison through repeated attacks, then cleans up low-health targets before they can reset the fight. In ARAM: Mayhem, Twitch is less about quiet farming and more about finding sharp engage angles in constant 5v5 pressure. Snowball, heavy poke, and fast all-ins can punish him before he sets up, but if his team gives him a few seconds of space, his long-range spray turns messy fights into wipeouts. View champion guide

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

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

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

Read counter details

Countered By

6

Draven is countered by these champions in ARAM: Mayhem.

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

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

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

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

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

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

Veigar Veigar Veigar T3
Tier
T3
Rank
#81
Win Rate
50.14%
Pick Rate
0.98%

Veigar is a scaling burst mage who controls space with his cage and deletes targets once they are forced to stand still. His usual pattern is simple: punish clumped enemies, trap priority targets, then stack damage through repeated spell hits and takedown pressure.In ARAM: Mayhem, Veigar gets more chances to fight than on a normal map, but he also has less room to hide. Play him as a backline control mage: hold your stun for engages or escapes, farm stacks safely when the wave is contested, and use the chaos of Mayhem to land huge area damage on enemies who overcommit. View champion guide

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

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

Read counter details

Draven Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Thresh Thresh Thresh T5
Tier
T5
Rank
#161
Win Rate
45.37%
Pick Rate
0.86%

Thresh the Chain Warden Thresh is a ranged support catcher who controls fights through displacement, isolation, and peel. His identity centers on the lantern: a unique tool that repositions allies and turns bad engages into instant escapes. In ARAM: Mayhem, he becomes a relentless playmaker who can fish for hooks constantly without running dry on mana or cooldowns. He plays as a frontline-adjacent warden. You stand near your carry, threaten hooks to zone enemies off the wave, and look for grabs that drag someone out of position into your team. The lantern gives your team a safety net most supports cannot offer, letting allies play aggressive and still have a bail-out button. Mayhem accelerates his hook pattern. Faster ability cycles mean Death Sentence comes up often enough to spam, miss, and still have another chance shortly after. The lantern becomes a repeated repositioning tool rather than a long-cooldown emergency button. Flay's knockback is available frequently enough to disrupt dashes and channels on reaction, making him much harder to dive. His signature pattern is simple: land a hook, pull twice, then Flay the target sideways or backward into your team. If the fight turns, drop the lantern for a threatened ally. The Box creates a zone that punishes enemies trying to chase or escape, slowing anyone who touches a wall. In Mayhem, the lower cooldowns and higher resource regeneration let you cycle this entire sequence multiple times in one extended fight. View champion guide

Thresh

Thresh gives Draven two things he loves: forced targets and a bailout. Hook or Flay holds an enemy in Draven’s attack range, while Lantern lets Draven take an aggressive axe path without being permanently stuck there.

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

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

Nautilus

Nautilus gives Draven the simplest kill pattern: point-and-go lockdown. His engage forces enemies to stop kiting, and Draven’s raw axe damage punishes anyone who gets pinned in the middle of the lane.

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

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

Lulu

Lulu turns Draven from a high-damage marksman into a much harder champion to punish. Shielding, speed, and emergency protection let him keep catching axes in spaces where most carries would have to give ground.

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

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

Renata Glasc

Renata is valuable because Draven often dies right before finishing a target. Her protection and hostile-zone control can buy the extra moment he needs to complete a kill, especially when the enemy overcommits into his axe range.

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

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

Orianna

Orianna gives Draven structured fights. Her ball control discourages enemies from stacking on his axe landing spots, and her shield or movement support helps him reposition without giving up all damage.

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

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

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

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

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

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

Draven Draven Draven T4
Tier
T4
Rank
#105
Win Rate
47.65%
Pick Rate
0.50%

Draven is a high-pressure marksman who wins fights by catching Spinning Axes and turning every short trade into a damage check. He is not a safe backline scaler; he wants to stand just close enough to threaten kills, then use movement and clean axe catches to keep the pressure going. In ARAM: Mayhem, Draven’s pattern gets sharper because fights start often and the lane is cramped. Good axe placement can let him run over skirmishes, but bad catches pull him into poke, crowd control, or all-in range. Pick him when you want an aggressive ADC that rewards confident positioning, fast target focus, and smart use of augments to cover either damage, mobility, or survivability. View champion guide

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

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

Thresh Thresh Thresh T5
Tier
T5
Rank
#161
Win Rate
45.37%
Pick Rate
0.86%

Thresh the Chain Warden Thresh is a ranged support catcher who controls fights through displacement, isolation, and peel. His identity centers on the lantern: a unique tool that repositions allies and turns bad engages into instant escapes. In ARAM: Mayhem, he becomes a relentless playmaker who can fish for hooks constantly without running dry on mana or cooldowns. He plays as a frontline-adjacent warden. You stand near your carry, threaten hooks to zone enemies off the wave, and look for grabs that drag someone out of position into your team. The lantern gives your team a safety net most supports cannot offer, letting allies play aggressive and still have a bail-out button. Mayhem accelerates his hook pattern. Faster ability cycles mean Death Sentence comes up often enough to spam, miss, and still have another chance shortly after. The lantern becomes a repeated repositioning tool rather than a long-cooldown emergency button. Flay's knockback is available frequently enough to disrupt dashes and channels on reaction, making him much harder to dive. His signature pattern is simple: land a hook, pull twice, then Flay the target sideways or backward into your team. If the fight turns, drop the lantern for a threatened ally. The Box creates a zone that punishes enemies trying to chase or escape, slowing anyone who touches a wall. In Mayhem, the lower cooldowns and higher resource regeneration let you cycle this entire sequence multiple times in one extended fight. View champion guide

Synergy mechanism: Thresh gives Draven two things he loves: forced targets and a bailout. Hook or Flay holds an enemy in Draven’s attack range, while Lantern lets Draven take an aggressive axe path without being permanently stuck there. Combo: Thresh looks for Hook or Flay when an enemy steps past minions, then Draven walks up with Spinning Axe already active and follows with Stand Aside if the target tries to dash or sidestep. If Draven overextends for the final hit, Lantern should be saved until the enemy commits damage, not thrown too early. Best scenario: This pairing is strongest into teams with one exposed carry or a short-range bruiser trying to farm the wave. Thresh can start the pick, Draven can cash the burst, and the lane can reset before the enemy backline gets a clean angle. Enemy answer: The enemy will hide behind minions, bait Hook, then dive Draven during the miss window. They may also hold displacement or silence for the moment Draven steps toward a falling axe. Failure risk: If Thresh throws Lantern before the fight truly turns, Draven may use it for a small reposition and then have no escape when assassins arrive. If Hook lands too deep, Draven can be baited into chasing through control zones. Recovery: After a missed engage, Thresh should stand between Draven and the enemy front line instead of fishing again immediately. Draven should catch safer axes behind the wave, let Stand Aside interrupt the first diver, and wait for Thresh’s next peel tool before walking forward. 2. Nautilus Synergy mechanism: Nautilus gives Draven the simplest kill pattern: point-and-go lockdown. His engage forces enemies to stop kiting, and Draven’s raw axe damage punishes anyone who gets pinned in the middle of the lane. Combo: Nautilus starts on the closest high-value target, Draven follows instantly rather than waiting for a perfect backline angle, and Whirling Death can be sent through the locked target if the enemy clumps behind them. Stand Aside is best held for the enemy’s escape or counter-dash, not used as the first button. Best scenario: This duo shines when Draven’s team has enough follow-up damage to delete the first target before the enemy can trade back. A front-to-back fight with Nautilus anchoring the middle gives Draven predictable axe zones and fewer flank threats. Enemy answer: Smart enemies will let Nautilus engage the tank, then collapse on Draven while Nautilus is too far forward to peel. They can also spread out so Whirling Death does not hit multiple priority targets. Failure risk: If Nautilus engages beyond Draven’s safe attack range, Draven either loses damage by staying back or dies trying to catch up. This is especially bad when the enemy has hard dive waiting behind their frontline. Recovery: Nautilus should switch from engage to bodyguard mode after one failed all-in. Stand near Draven, punish the first champion that crosses the minion line, and let Draven rebuild pressure through short trades instead of forcing another deep hook. 3. Lulu Synergy mechanism: Lulu turns Draven from a high-damage marksman into a much harder champion to punish. Shielding, speed, and emergency protection let him keep catching axes in spaces where most carries would have to give ground. Combo: Draven starts a trade when he has a safe axe landing spot, Lulu speeds or shields him as he steps forward, then saves her strongest defensive tool for the enemy diver rather than spending everything on poke damage. If the enemy commits multiple bodies, Draven kites back while Lulu disrupts the closest threat. Best scenario: This pairing is best when Draven is the main damage source and the enemy has one or two divers who must reach him to win. Lulu lets Draven take controlled aggressive trades, then flips the fight when the dive lands and fails to kill him. Enemy answer: The enemy will try to bait Lulu’s defensive cooldowns with fake engage, then re-enter when Draven walks forward for an axe. Long-range poke can also chip Draven before Lulu gets full value from saving him in all-ins. Failure risk: If Lulu uses protection too early, Draven may feel safe and chase into a second wave of crowd control. If Draven ignores axe safety and runs past his frontline, Lulu cannot cover every angle at once. Recovery: When defensive tools are down, Draven should stop forcing cash-in plays and farm from behind minions. Lulu should ping or posture defensively, save the next shield for committed damage, and help Draven retake space one short trade at a time. 4. Renata Glasc Synergy mechanism: Renata is valuable because Draven often dies right before finishing a target. Her protection and hostile-zone control can buy the extra moment he needs to complete a kill, especially when the enemy overcommits into his axe range. Combo: Draven plays forward enough to threaten a cash-in, Renata holds her bailout until lethal pressure actually arrives, and the team punishes enemies who keep hitting through her disruption. If the enemy clumps to finish Draven, her ultimate-style fight control can turn their commitment into a bad trade. Best scenario: This pairing is strongest into melee-heavy teams that must run through the same corridor to reach Draven. They dive, Renata delays the kill, Draven keeps attacking the nearest threat, and the enemy loses the clean burst window they needed. Enemy answer: Enemies can answer by poking first, waiting out Renata’s key save, or splitting their engage so Draven cannot hit freely while Renata controls only one angle. Burst from outside Draven’s attack range is also a problem. Failure risk: The combo fails when Draven expects Renata’s save to replace positioning. If he catches axes toward the enemy backline with no frontline nearby, even a delayed death may not become a winning fight. Recovery: After Renata’s save is used, Draven should immediately reset behind his tank or kite toward health relic space instead of chasing. Renata should then play for zoning and peel, not a second aggressive contest without her main safety window. 5. Orianna Synergy mechanism: Orianna gives Draven structured fights. Her ball control discourages enemies from stacking on his axe landing spots, and her shield or movement support helps him reposition without giving up all damage. Combo: Orianna places the ball on or near Draven when the enemy is looking to dive, then punishes the collapse as Draven kites backward with axes. If Draven’s team starts first, a tank or Snowball engage can carry the ball in while Draven follows with sustained attacks and Whirling Death through the trapped line. Best scenario: This synergy is excellent when the enemy has to group in the narrow lane to reach Draven. Orianna makes that path dangerous, and Draven benefits because enemies cannot freely rush his axe zones without risking a teamfight swing. Enemy answer: The enemy will spread out, poke Orianna’s shield target before committing, or wait until the ball is positioned away from Draven. Assassins may also flank from a side angle so the ball cannot cover every threat. Failure risk: If Draven and Orianna desync, Draven may walk forward while the ball is still zoning elsewhere. That leaves him with damage but no defensive field, which is exactly when hard engage punishes him. Recovery: Draven should track where the ball is before stepping into axe catch locations near the enemy. If the ball is away, he should play slower, use Stand Aside for peel, and let Orianna reposition before the next trade.

Draven’s best teams do not need to be fancy. They need one champion to start fights cleanly, one champion to stop divers, and enough shielding or zoning that Draven can keep attacking without being forced off every axe. If those jobs are covered, he can play aggressively without gambling the whole fight on one catch.

Draven ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityDraven plays as a strong front-to-back marksman, standing behind tanks and using axe damage to win repeated trades in a stable backline pocket.He becomes a high-risk tempo weapon focused on creating kill windows before fights get messy, as extra engage angles and augments disrupt slow patterns.Play for controlled aggression and kill windows, not safe backline scaling.
Axe Catching LogicClean axe rhythm is rewarded, and catching forward axes works because enemies play a predictable line in the narrow map.Axe markers can become bait due to sudden gap closers, long-range crowd control, or augment-driven burst. Drop axes that pull you into danger.A lost axe is recoverable. A dead Draven is not. Choose survival over rhythm.
Stand Aside UsagePlayers often use it as poke or minor disruption during slower fights when threats are more readable.Treat it as a stop sign for committed divers, assassins, or Snowball follow-ups. Using it early for damage wastes your key defensive tool.Hold Stand Aside for when enemies commit, not for poke damage.
Blood Rush TimingFunctions as a simple movement and attack steroid tied to your axe cycle, often spammed to stay active.Save it for moments that change fights: dodging engage, sidestepping Snowballs, chasing confirmed low targets, or resetting spacing after frontline shifts.Save Blood Rush for real threats, not just to look active.
Snowball InteractionSnowball can be a fun engage tool, but Draven should already be careful with reckless use.Treat enemy marks near you as possible all-ins. Shift sideways, hold Stand Aside for follow-up, and punish enemies who arrive too deep.Respect Snowball more than you use it. Dodge and punish, do not int.
Build DisciplineRaw damage stacking gets rewarded because Draven can dominate short trades and snowball gold leads.If dying before meaningful attacks, prioritize durability, lifesteal, or anti-burst. One extra second of uptime often deals more real damage than greedier builds.Build for survival first when facing dive. Dead Draven deals zero damage.

Champion Analysis

Role / Current performance

Overview

Draven the Glorious Executioner serves as a ranged ADC and high-burst marksman in ARAM: Mayhem, excelling at dealing devastating single-target damage through his spinning axes. His identity centers on aggressive playmaking and mechanical skill, rewarding players who can consistently catch axes to maintain pressure and stack his passive. Draven's core advantage comes from Adoration, his passive, which grants bonus gold on kills based on stacks accumulated through catching returning axes. This creates a snowball potential unique to Draven, where successful execution translates directly into accelerated gold income and item power spikes. His damage pattern revolves around Q, Spinning Axe, which enhances auto-attacks with bonus damage. After each enhanced attack, axes fly back toward Draven, requiring him to move to the landing spot to catch them. This mechanic defines his gameplay rhythm and positioning requirements. W, Blood Rush, provides movement speed and attack speed, helping Draven reposition for catches or chase down targets. E, Stand Aside, offers AoE knockback and slow, giving Draven a practical defensive tool to push away enemy divers and protect his backline. R, Whirling Death, throws two massive axes across the entire ARAM battlefield, functioning as a long-range poke tool or execute against low-health enemies. ARAM's narrow terrain makes axe catching significantly harder than on Summoner's Rift, as limited space restricts movement options and makes positioning more predictable. Players must practice adjusting their movement patterns to account for the constrained environment. The single lane format does benefit Draven's R, as the axes can traverse the full length of the battlefield without obstruction, creating opportunities to secure kills on retreating enemies or poke before engagements. Draven's strategic value lies in his extremely high auto-attack damage output and execute potential, making him a premier choice for teams seeking a dedicated damage carry. His E knockback adds utility that helps compensate for his fragility when facing dive compositions. However, his weaknesses are substantial: he must catch axes to function optimally, he is fragile without defensive tools, he lacks mobility beyond Blood Rush's temporary speed boost, and his mechanical difficulty is high compared to other marksmen. These factors make Draven a high-risk, high-reward champion who demands practice and confidence. His success depends heavily on the player's ability to balance aggressive damage output with the positional awareness needed to catch axes while avoiding enemy engage.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Draven wins Mayhem fights by making enemies respect his axe zones rather than playing like a passive backline turret. He functions as a lane bully who steps forward when enemy control tools are unavailable and backs off before return engage lands. Fights should start from a prepared axe, not a panic auto, with positioning that places catch points slightly behind or to the side. If an axe drops forward into enemy engage range, abandoning it costs less than giving the enemy a free hook, stun, or Snowball follow-up. Draven excels at following clean engages but struggles with face-checking the narrow lane. Frontliners should draw the first spell, and when enemies answer with crowd control, Draven steps into auto range to attack the nearest target. Short trades become all-ins only when enemies lack a clean stop button. Stand Aside should be held for the second enemy rather than the first, since the initial champion may be baiting peel while the real threat commits behind them. Diagonal kiting during dives keeps axe catch points away from the pursuer's path and forces enemies to choose between following, taking autos, or leaving the axe zone. This works especially well near side walls where enemies have less room to dodge. When the team is being engaged upon, Draven should hit the closest locked target rather than wasting time walking around a tank, as his damage can eliminate frontline champions when they are crowd controlled. Enemies target skillshots at axe landing spots, so trapped catches should be abandoned. Retreat through minions when possible, as they block linear threats and force assassins into awkward paths. Standing slightly off-angle behind minions or beside a tank keeps axes landing in safer side pockets instead of the enemy skillshot lane. One step of space behind the catch point prevents enemies from controlling movement patterns. Snowball serves as a punish tool rather than a blind engage button. Draven can follow a marked low-health carry, but second-casting into five ready spells loses axes and wastes damage. Mark first, watch for defensive movement or control spells, then decide if the second cast is safe. Never second-cast when the axe landing zone is behind and the team cannot follow. When behind, stop catching forward axes and play for cleanup instead of first blood. Stay alive through the opening engage, then step forward when enemy chase breaks formation. Give up turret chip if the wave is lost and peel is down, as preserving health matters more than defending a few autos. The best Draven games feel controlled rather than reckless. Prepare axes before fights, punish missed engage, use Snowball only when follow-up is real, and drop any catch that would lead to death. If axe zones stay safe, enemies must choose between backing up forever or walking into sustained damage.

Read full guide

Playstyle Guide

Playstyle / Team structure

Play guide

Draven the Glorious Executioner requires disciplined positioning and precise axe management to succeed in Mayhem fights. His game plan centers on claiming space without donating axes to dangerous catch positions, trading in short bursts rather than extended brawls, and treating Snowball as a follow-up tool rather than a blind engage button. During early levels, Draven should start slightly behind his frontline to preserve room for axe catches, since enemy poke, Snowball engages, and long-range crowd control can quickly eliminate safe catching space. He must be willing to drop an axe if the catch point would walk him into a hook, stun, or forced Snowball chain. The proper trading rhythm involves walking up when the frontline threatens, throwing one or two empowered autos, then stepping back before enemies can answer. Draven loses value if he never pressures health bars, but one bad catch path can cost summoners or his life. Snowball serves as a follow-up tool early, used to enter auto range after allied tanks land their own crowd control. Throwing it first into five ready enemies typically leaves Draven with no exit and no time to deal damage. When behind minions, he can hold Snowball to punish low-health targets that step forward after using mobility, but only if his support or frontline can move with him. Augment choices should favor options that make autos safer, more frequent, or harder to punish. Against heavy dive, survival takes priority over greed. Against slow poke and weak engage, damage augments help push enemies off the wave. Pushing works when the team can protect Draven and the wave is safe, since fast wave control enables easier axe catches. Stalling becomes necessary when enemies have better early engage or long-range punish tools. By mid levels, Draven becomes oppressive if allowed to hit freely. He should stand close enough to punish enemy cooldowns while keeping diagonal escape paths open, moving in small arcs around fights to maintain pressure while avoiding return fire. Trades work best after enemies miss engage or spend poke on the wave. Mid-game Snowball becomes a kill-confirm tool on targets already controlled, slowed, cornered, or separated from peel, but the threat of the recast can force panic movement without committing to a dangerous dash. Late-game Draven should rarely be the first champion visible in threat range. He stands behind his frontline but close enough to punish targets caught by crowd control. Late trades focus on forcing commitment rather than chip damage, hitting the closest safe champion and backing up when multiple enemies face him. Snowball serves primarily for finishing, repositioning with winning engages, or punishing separated targets. Every late-game decision should lead to either a safe structure take, a controlled retreat, or a committed teamfight with protection in place. Draven needs space, a target, and the discipline to drop dangerous axes to force enemies through brutal damage to win.

Read full guide

Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Draven the Glorious Executioner excels when fights start on his terms, with enemies walking into his axe zone rather than him chasing through theirs. When ahead, his primary strength is controlling space by standing behind his frontline and forcing opponents to commit through minions, traps, or allied poke before he exposes himself. His damage output becomes brutal enough that one caught enemy can chain into a full team fight, but this power comes with a critical weakness: he remains easy to punish if he overextends before his team arrives. Enemies will deliberately aim skillshots at his axe landing spots, so Draven must learn to drop axes that drag him toward death and catch only those that keep him alive. The key to managing a lead is patience. Draven should make enemies spend resources to reach him, then punish during the empty cooldown window. He does not need fancy flank angles when fed—clean axe paths, a teammate in front, and the discipline to stop chasing once fights turn messy are more valuable. Snowball should be used to finish isolated or trapped targets, not to engage blindly against multiple unseen cooldowns. After kills, he should pressure towers only with a clear exit plan, avoiding the common throw of staying for extra damage while low or without escape tools. When behind, Draven must abandon the main character mindset. His role shifts to farming safely, protecting his health, and waiting for enemies to overcommit into his team's control. Bad axe catches become unrecoverable mistakes, so he must drop any axe that lands past his frontline, inside a mage zone, or near a hook angle. He should fight second rather than first, letting his frontline draw out enemy cooldowns before stepping into range to hit the closest safe target. Tunneling the enemy carry while behind leads to death; killing the frontline late is often better than dying trying to reach the backline early. Snowball becomes a defensive tool or confirmed follow-up rather than an engage option. Blind aggression while behind turns Draven into shutdown fuel for the enemy. He must accept low-damage moments where he only hits a tank or clears a wave, as surviving the first engage keeps him relevant for the next fight. Recovery comes from punishing enemy mistakes—fed opponents diving tower, chasing too far, or splitting focus—rather than trying to win fair fights. Augment choices should match the situation. Damage augments work when the team provides peel, but become worthless if Draven is the first target controlled. Mobility and repositioning augments cover his biggest weakness when worth too much gold. Defensive and sustain augments help him survive burst or poke respectively, but do not make him a tank. The fundamental rule across both states is simple: make enemies overreach first, then convert their mistake into a swing.

Read full guide

Champion Background

Lore / Identity / Text block

Background copy

Draven the Glorious Executioner brings a unique gold-snowball identity to ARAM: Mayhem through his passive, League of Draven, which transforms caught Spinning Axes into potential reward stacks that pay out on champion takedowns. This passive defines his strategic approach more than any other element of his kit. In Mayhem, the passive determines whether Draven converts one strong early fight into a commanding gold lead or falls behind as a short-range marksman with expensive habits. Players must play around cash-out windows carefully, holding ground behind frontline allies and attacking the closest enemy rather than greedily chasing poke damage when a payout is ready. Dying with a large reward built up represents the worst possible trade, as it resets the enemy team's opportunity to recover. Spinning Axe serves as Draven's core damage tool and the foundation of his entire play pattern. The empowered attacks create axe drop locations that Draven must catch to maintain his damage loop. Clean Q uptime makes him hit like a fed carry, while messy axe management leaves him vulnerable to dives and allows enemies to ignore him. The axe landing spot telegraphs where Draven intends to stand next, giving alert opponents a clear target for skillshots and crowd control. Smart Draven players catch only axes that keep them alive or maintain lethal pressure, abandoning catches that would place them in danger. In teamfights, axes should be caught only within the team's control zone, behind tanks or near peel support. Blood Rush provides burst movement and attack speed that rewards controlled aggression rather than serving as a free escape from poor positioning. The ability supports Draven's ideal attack rhythm of stepping in, throwing an axe, catching, and repositioning. Using it to maintain proper spacing proves far more valuable than sprinting into enemy cooldowns or overchasing through dangerous territory. Wasting W leaves Draven without chase or retreat power, creating a prime window for enemy divers to collapse on him during his next axe catch attempt. Stand Aside functions as Draven's primary self-peel and his answer to enemy commitment. This line skillshot disrupts and slows enemies, making it most valuable when saved for champions who can actually kill him rather than wasted on retreating tanks. A well-timed E can stop the first dive and create the cash-out opportunity Draven needs. Missing this ability removes his best peel option and forces more conservative positioning until it returns. Whirling Death extends Draven's reach across the map, allowing him to finish low-health targets and cut through grouped enemies in ARAM's single lane. The ultimate works best when enemies are lined up, crowd controlled, or trapped between Draven's team and their retreat path. Firing along escape routes rather than directly at standing targets maximizes the chance of hitting both the outgoing and returning paths. Draven players must balance patience with execution, as holding R forever for a perfect cast often costs more than securing a reliable kill or assist that triggers a passive payout.

Read full guide

Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Draven in ARAM: Mayhem punishes sloppy hands faster than most marksmen. If you keep your axes controlled, fight from a safe lane angle, and cash in damage when enemies are already committed, he feels brutal. If you chase every axe, walk into crowd control, or burn forward buttons for style, you become the easiest shutdown on the bridge. Chasing every axe no matter where it lands means walking into hooks, knockups, traps, and burst zones just to keep damage rolling. Treat each axe as an offer, not an order. Catch the ones that land behind your front line or to the side of danger, and let unsafe ones drop. If you stepped too far forward, stop attacking, retreat behind your nearest ally, and wait for the enemy's engage tools to be spent before rebuilding pressure. Throwing autos while standing still in the center of the lane makes axe patterns predictable and allows enemy skillshots to line up easily. Move after every attack with purpose and angle catches toward your side of the lane. If you get clipped because you were planted, immediately kite backward instead of trying to win the trade. Using speed boost only to run forward for one more hit leaves no escape when enemies turn. Use speed to dodge, reposition, or secure safe catches first, and only use it aggressively when enemy crowd control or burst has already missed. If you spent it forward and the fight flips, drop the next risky axe, walk diagonally back, and use minions or allies to block follow-up skillshots. Saving displacement or interrupt tools until after a diver reaches you results in eating the full engage. Use these tools early against obvious dash paths or melee champions running straight at you. If the diver reaches you, focus on creating space, attack the closest target, and move toward teammates who can peel. Firing the ultimate with no setup and no escape plan causes you to lose tempo while enemies sidestep or punish your position. Use it when targets are slowed, trapped in narrow lane angles, retreating in a straight line, or distracted by your frontline. If the ultimate misses, back up, clear the wave safely, and wait for the next crowd-control chain. Catching axes at the edge of enemy threat range while low on health allows even light poke to finish you. Prioritize survival over perfect axe uptime when low, and disengage fully until healing or shields appear. Do not hover near the next axe marker just because it feels bad to drop it. Using Snowball as a default engage button rather than a finishing or dodge tool leads to arriving in melee range as a marksman and dying before damage matters. Follow only when the target is isolated, low, and their team cannot instantly collapse. Playing as if Draven must always start damage first causes enemies to save every major spell for you. Let tanks, bruisers, poke, or crowd control create the first opening, then step up when someone is already slowed or displaced. Greeding for kills when enemies still have punish tools available trades your life for damage that may not secure the takedown. Confirm kills only when the target has no escape path or your team can follow instantly. Ignoring enemy engage patterns because damage feels high leads to enemies starting fights exactly where you planned to stand. Track the enemy's best engage spell before each wave and angle catches backward or sideways when it is available.

Read full guide

FAQ

Draven

FAQ

Is Draven a good pick in ARAM: Mayhem? Yes, if you can keep attacking and catch axes under pressure. Pick him when your team has at least one champion who can start fights or peel, then play around short burst windows instead of walking forward alone. The tradeoff is brutal: if you drop axes or get zoned off the wave, your damage falls off fast and safer marksmen become easier to execute. What is Draven trying to do in fights? Draven wants to hit the closest safe target with Spinning Axe active, then cash in when someone gets low. If enemies burn crowd control or dash forward, step into a clean angle, attack once or twice, and back out before they can turn. The tradeoff is that chasing too hard for one kill often puts your axe marker in a dangerous spot. How should I manage Spinning Axe in Mayhem? Keep one axe going before fights and add pressure when your team is ready to contest space. If the catch spot lands forward into enemy threat, let it drop and reset rather than eating a full engage for one more empowered attack. The damage loss hurts, but dying with axes spinning is worse than rebuilding from safety.

Read full guide

Latest Guides

Latest Blog Guides

Blog articles