ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T2 Rank #51

Hecarim ARAM Mayhem Build & Best Augments

Hecarim role and playstyle: baseline role is AD fighter tank, with a core identity built around teamfight utility and damage output. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Key ARAM traits include AoE pressure, wide-area impact, speed utility. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Low to medium execution: easy to start, but better movement, spacing, and combo timing raise the ceiling. 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.

Hecarim Hecarim the Shadow of War Fighter / Tank / Mage
TierT2
Rank#51
Win Rate51.43%
Pick Rate0.39%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Spear of Shojin Spear of Shojin Spear of Shojin
Total Price
3,100
Price
675

+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).

Win Rate51.08%
Pick Rate5.60%
#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.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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.

Win Rate52.11%
Pick Rate2.40%
#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.

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

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

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.

Win Rate52.11%
Pick Rate2.40%

Situational itemstop 12

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

50.66%
Youmuu's Ghostblade Youmuu's Ghostblade Youmuu's Ghostblade
Total Price
2,800
Price
675

+55 Attack Damage 18 Lethality +4% Move Speed Haunt Gain Move Speed while out of combat. Wraith Step Gain Move Speed and Ghosting for seconds.

52.77%
Manamune Manamune Manamune
Total Price
2,900
Price
1,100

+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.

52.31%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

55.85%
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.

52.86%
Spear of Shojin Spear of Shojin Spear of Shojin
Total Price
3,100
Price
675

+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).

50.38%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

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

52.39%
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.

51.91%
Boots of Swiftness Boots of Swiftness Boots of Swiftness
Total Price
1,000
Price
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

48.96%
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.

49.48%
Serylda's Grudge Serylda's Grudge Serylda's Grudge
Total Price
3,000
Price
500

+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.

51.50%
Opportunity Opportunity Opportunity
Total Price
2,700
Price
475

+55 Attack Damage 18 LethalityPreparationAfter being out of combat with Champions for 8 seconds gain Lethality. This Lethality lasts for 3 seconds after dealing damage to champions.ExtractionWhen a champion that you damaged within 3 seconds dies, gain 200 decaying Move Speed for 1.5 seconds.

50.02%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

53.54%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

53.54%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

53.54%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

49.56%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

49.56%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

51.59%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

51.59%

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.

Win Rate45.65%
Pick Rate4.92%
#2
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.

Win Rate47.61%
Pick Rate3.23%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate44.32%
Pick Rate2.31%

Situational itemstop 12

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

+20 Magic Resist +45 Move Speed 30% Tenacity

43.61%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.

46.54%
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

42.11%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

41.13%
Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

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

46.67%
Winter's Approach Winter's Approach Winter's Approach
Total Price
2,400
Price
300

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

47.62%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

42.02%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

50.46%
Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

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

47.17%
Dead Man's Plate Dead Man's Plate Dead Man's Plate
Total Price
2,900
Price
900

+350 Health +55 Armor +4% Move Speed Shipwrecker While moving, build up to 20 bonus Move Speed. Your next Attack discharges built up Move Speed to deal bonus physical damage. Unsinkable Reduce the effectiveness of Slows by 15%.

41.47%
Force of Nature Force of Nature Force of Nature
Total Price
2,800
Price
750

+400 Health +55 Magic Resist +4% Move Speed Steadfast: Gain 70 Magic Resist and 6% bonus Move Speed after taking magic damage from Champions 8 times.

47.72%
Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.

43.62%

Starting items

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

+350 Health

42.38%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

42.38%
Guardian's Horn Guardian's Horn Guardian's Horn
Total Price
950
Price
950

+150 Health Recovery: Restores +20 Health every 5 seconds.Undaunted: Blocks 15 damage from attacks and spells from champions (25% effectiveness vs. damage over time abilities).

45.50%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

45.50%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

43.85%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

43.85%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

43.85%

Core items

#1
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Manamune Manamune Manamune
Total Price
2,900
Price
1,100

+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.

Win Rate56.07%
Pick Rate9.78%
#2
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Spear of Shojin Spear of Shojin Spear of Shojin
Total Price
3,100
Price
675

+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).

Win Rate44.07%
Pick Rate7.31%
#3
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

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

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

Manamune Manamune Manamune
Total Price
2,900
Price
1,100

+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.

Win Rate52.18%
Pick Rate4.57%

Situational itemstop 12

Manamune Manamune Manamune
Total Price
2,900
Price
1,100

+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.

52.74%
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

49.72%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

50.86%
Spear of Shojin Spear of Shojin Spear of Shojin
Total Price
3,100
Price
675

+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).

50.17%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.

49.09%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

51.64%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

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

54.26%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

43.09%
Endless Hunger Endless Hunger Endless Hunger
Total Price
3,100
Price
825

+65 Attack Damage +5% Omnivamp 20% Tenacity Famine Gain Ability Haste based on your Bonus AD. Feast When a champion that you damaged recently dies, gain Omnivamp for a moderate duration.

61.40%
Boots of Swiftness Boots of Swiftness Boots of Swiftness
Total Price
1,000
Price
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

49.09%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

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

51.38%
Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.

44.15%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

53.76%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

53.76%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

53.76%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

45.01%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

45.01%
Guardian's Horn Guardian's Horn Guardian's Horn
Total Price
950
Price
950

+150 Health Recovery: Restores +20 Health every 5 seconds.Undaunted: Blocks 15 damage from attacks and spells from champions (25% effectiveness vs. damage over time abilities).

49.18%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

49.18%

Core items

#1
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Manamune Manamune Manamune
Total Price
2,900
Price
1,100

+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.

Win Rate53.01%
Pick Rate6.33%
#2
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Spear of Shojin Spear of Shojin Spear of Shojin
Total Price
3,100
Price
675

+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).

Win Rate48.75%
Pick Rate5.71%
#3
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Spear of Shojin Spear of Shojin Spear of Shojin
Total Price
3,100
Price
675

+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).

Win Rate51.58%
Pick Rate5.26%

Situational itemstop 12

Spear of Shojin Spear of Shojin Spear of Shojin
Total Price
3,100
Price
675

+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).

52.66%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

52.66%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

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

52.73%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

50.60%
Manamune Manamune Manamune
Total Price
2,900
Price
1,100

+35 Attack Damage +500 Mana +15 Ability Haste Awe Gain bonus Attack Damage. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grants 3 max Mana (doubled vs. champions). Transforms into Muramana at 360 max Mana.

53.57%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.

52.37%
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

50.08%
Black Cleaver Black Cleaver Black Cleaver
Total Price
3,000
Price
225

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

53.73%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

49.61%
Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.

53.18%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

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

54.21%
Boots of Swiftness Boots of Swiftness Boots of Swiftness
Total Price
1,000
Price
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

51.86%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

51.77%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

51.77%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

51.77%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

49.79%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

49.79%
Guardian's Horn Guardian's Horn Guardian's Horn
Total Price
950
Price
950

+150 Health Recovery: Restores +20 Health every 5 seconds.Undaunted: Blocks 15 damage from attacks and spells from champions (25% effectiveness vs. damage over time abilities).

50.38%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

50.38%

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
58.02%
Pick Rate
7.58%
Games
917

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

View augment details
GoldT158.02%7.58%917
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
57.11%
Pick Rate
7.21%
Games
872

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
GoldT157.11%7.21%872
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
54.57%
Pick Rate
5.15%
Games
623

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
PrismaticT154.57%5.15%623
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
54.31%
Pick Rate
8.54%
Games
1,033

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
GoldT154.31%8.54%1,033
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.29%
Pick Rate
5.68%
Games
687

Casting your ultimate ability empowers you for 10 seconds, causing you to gain a shield for 50% of your maximum health , 20% omnivamp , and 30% bonus movement speed for the duration (20 second cooldown).

View augment details
PrismaticT154.29%5.68%687
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
54.15%
Pick Rate
15.82%
Games
1,915

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

View augment details
GoldT154.15%15.82%1,915
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
53.38%
Pick Rate
8.31%
Games
1,006

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

View augment details
GoldT153.38%8.31%1,006
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.26%
Pick Rate
9.39%
Games
1,136

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

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PrismaticT153.26%9.39%1,136
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
53.19%
Pick Rate
8.42%
Games
1,019

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

View augment details
SilverT153.19%8.42%1,019
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
53.07%
Pick Rate
6.20%
Games
750

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

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GoldT153.07%6.20%750
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
52.70%
Pick Rate
4.89%
Games
592

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

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GoldT152.70%4.89%592
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
52.48%
Pick Rate
18.97%
Games
2,296

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

View augment details
GoldT152.48%18.97%2,296
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
52.34%
Pick Rate
9.19%
Games
1,112

Gain 15% omnivamp .

View augment details
SilverT152.34%9.19%1,112
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
51.46%
Pick Rate
11.06%
Games
1,339

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
GoldT151.46%11.06%1,339
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
51.42%
Pick Rate
7.87%
Games
953

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
SilverT151.42%7.87%953
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
51.31%
Pick Rate
6.33%
Games
766

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
GoldT151.31%6.33%766
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
51.23%
Pick Rate
7.71%
Games
933

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

View augment details
SilverT151.23%7.71%933
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.05%
Pick Rate
7.09%
Games
858

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
PrismaticT151.05%7.09%858
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.92%
Pick Rate
5.35%
Games
647

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

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PrismaticT149.92%5.35%647
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
49.53%
Pick Rate
11.41%
Games
1,381

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
GoldT149.53%11.41%1,381
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
48.51%
Pick Rate
6.08%
Games
736

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

View augment details
GoldT148.51%6.08%736
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
47.66%
Pick Rate
9.35%
Games
1,131

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
GoldT147.66%9.35%1,131
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
47.12%
Pick Rate
6.17%
Games
747

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

View augment details
GoldT147.12%6.17%747
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
46.22%
Pick Rate
4.81%
Games
582

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

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PrismaticT146.22%4.81%582
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
43.64%
Pick Rate
6.63%
Games
802

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
GoldT143.64%6.63%802
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
65.95%
Pick Rate
2.69%
Games
326

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

View augment details
PrismaticT265.95%2.69%326
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
64.02%
Pick Rate
3.54%
Games
428

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

View augment details
SilverT264.02%3.54%428
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
61.57%
Pick Rate
2.00%
Games
242

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
GoldT261.57%2.00%242
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
61.47%
Pick Rate
2.81%
Games
340

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

View augment details
PrismaticT261.47%2.81%340
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
61.09%
Pick Rate
2.27%
Games
275

Gain 2 Stat Anvils .

View augment details
SilverT261.09%2.27%275
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
61.01%
Pick Rate
3.75%
Games
454

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

View augment details
GoldT261.01%3.75%454
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
60.64%
Pick Rate
2.06%
Games
249

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT260.64%2.06%249
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
60.20%
Pick Rate
2.47%
Games
299

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
PrismaticT260.20%2.47%299
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
59.07%
Pick Rate
2.14%
Games
259

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
SilverT259.07%2.14%259
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
59.01%
Pick Rate
1.83%
Games
222

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
SilverT259.01%1.83%222
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
55.82%
Pick Rate
2.06%
Games
249

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

View augment details
GoldT255.82%2.06%249
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.95%
Pick Rate
1.83%
Games
222

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

View augment details
PrismaticT254.95%1.83%222
Quest: Icathia's Fall Quest: Icathia's Fall Quest: Icathia's Fall Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.85%
Pick Rate
1.96%
Games
237

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

View augment details
PrismaticT254.85%1.96%237
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
54.45%
Pick Rate
2.32%
Games
281

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT254.45%2.32%281
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
53.85%
Pick Rate
2.58%
Games
312

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
SilverT253.85%2.58%312
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
53.77%
Pick Rate
1.75%
Games
212

Increases attack damage by 20% .

View augment details
SilverT253.77%1.75%212
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
53.23%
Pick Rate
2.56%
Games
310

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
SilverT253.23%2.56%310
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
53.00%
Pick Rate
1.79%
Games
217

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

View augment details
SilverT253.00%1.79%217
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
52.09%
Pick Rate
2.17%
Games
263

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

View augment details
GoldT252.09%2.17%263
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.76%
Pick Rate
2.11%
Games
255

Automatically cast a modified version of Rakan's The Quickness , empowering you to break into a captivating sprint for 6 seconds. While empowered, you gain ghosting and 50% bonus movement speed , and enemies you collide with are knocked down and become charmed for 1. 5 seconds (25 second cooldown). A sparkly tiara will descend upon you 2. 5 seconds before the effect activates.

View augment details
PrismaticT251.76%2.11%255
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
51.60%
Pick Rate
1.81%
Games
219

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

View augment details
GoldT251.60%1.81%219
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
51.55%
Pick Rate
2.13%
Games
258

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

View augment details
SilverT251.55%2.13%258
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
51.45%
Pick Rate
2.28%
Games
276

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

View augment details
SilverT251.45%2.28%276
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
50.52%
Pick Rate
3.96%
Games
479

Grants 60 ability haste .

View augment details
GoldT250.52%3.96%479
Spin To Win Spin To Win Spin To Win Silver
Rarity
Silver
Tier
T5
Win Rate
49.69%
Pick Rate
3.94%
Games
477

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

View augment details
SilverT249.69%3.94%477
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
49.48%
Pick Rate
3.96%
Games
479

Grants 18% armor penetration and magic penetration .

View augment details
GoldT249.48%3.96%479
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
49.39%
Pick Rate
2.02%
Games
245

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

View augment details
SilverT249.39%2.02%245
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
48.51%
Pick Rate
2.21%
Games
268

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

View augment details
SilverT248.51%2.21%268
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
47.94%
Pick Rate
3.81%
Games
461

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

View augment details
GoldT247.94%3.81%461
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
47.76%
Pick Rate
3.51%
Games
425

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

View augment details
GoldT247.76%3.51%425
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.39%
Pick Rate
2.37%
Games
287

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

View augment details
PrismaticT247.39%2.37%287
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
46.83%
Pick Rate
3.12%
Games
378

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

View augment details
SilverT246.83%3.12%378
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.79%
Pick Rate
2.31%
Games
280

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
PrismaticT246.79%2.31%280
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
46.34%
Pick Rate
1.69%
Games
205

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

View augment details
GoldT246.34%1.69%205
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
46.23%
Pick Rate
2.63%
Games
318

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT246.23%2.63%318
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
45.65%
Pick Rate
3.89%
Games
471

Grants 20% heal and shield power .

View augment details
SilverT245.65%3.89%471
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
45.52%
Pick Rate
2.31%
Games
279

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT245.52%2.31%279
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
45.51%
Pick Rate
2.85%
Games
345

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

View augment details
SilverT245.51%2.85%345
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
44.55%
Pick Rate
1.82%
Games
220

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

View augment details
GoldT244.55%1.82%220
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
44.15%
Pick Rate
3.11%
Games
376

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
PrismaticT244.15%3.11%376
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
72.16%
Pick Rate
1.45%
Games
176

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

View augment details
PrismaticT372.16%1.45%176
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
59.34%
Pick Rate
1.50%
Games
182

Gain 1750 upon acquiring this augment.

View augment details
GoldT359.34%1.50%182
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
59.06%
Pick Rate
1.05%
Games
127

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
PrismaticT359.06%1.05%127
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
57.59%
Pick Rate
1.31%
Games
158

Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units.

View augment details
SilverT357.59%1.31%158
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
56.29%
Pick Rate
1.25%
Games
151

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
PrismaticT356.29%1.25%151
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
56.29%
Pick Rate
1.25%
Games
151

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
PrismaticT356.29%1.25%151
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
54.05%
Pick Rate
1.53%
Games
185

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
SilverT354.05%1.53%185
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
53.61%
Pick Rate
1.37%
Games
166

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
GoldT353.61%1.37%166
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
53.37%
Pick Rate
1.35%
Games
163

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT353.37%1.35%163
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.21%
Pick Rate
1.29%
Games
156

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
PrismaticT353.21%1.29%156
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
53.17%
Pick Rate
1.04%
Games
126

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

View augment details
SilverT353.17%1.04%126
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
52.76%
Pick Rate
1.64%
Games
199

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
GoldT352.76%1.64%199
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
52.03%
Pick Rate
1.02%
Games
123

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

View augment details
SilverT352.03%1.02%123
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.67%
Pick Rate
0.99%
Games
120

Basic attacks on-hit deal ( 20 – 40 / 10 – 20) (based on level) (+ ( 25% / 20%) bonus armor) bonus true damage . Additionally, gain 50% bonus attack speed .

View augment details
PrismaticT351.67%0.99%120
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
51.66%
Pick Rate
1.25%
Games
151

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

View augment details
SilverT351.66%1.25%151
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.16%
Pick Rate
1.07%
Games
129

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

View augment details
PrismaticT351.16%1.07%129
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
50.00%
Pick Rate
1.04%
Games
126

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

View augment details
SilverT350.00%1.04%126
Upgrade Thornmail Upgrade Thornmail Upgrade Thornmail Silver
Rarity
Silver
Tier
T3
Win Rate
50.00%
Pick Rate
0.91%
Games
110

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

View augment details
SilverT350.00%0.91%110
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
49.72%
Pick Rate
1.48%
Games
179

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
GoldT349.72%1.48%179
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.66%
Pick Rate
1.21%
Games
147

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
PrismaticT349.66%1.21%147
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
49.54%
Pick Rate
0.90%
Games
109

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
GoldT349.54%0.90%109
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
49.36%
Pick Rate
1.29%
Games
156

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

View augment details
SilverT349.36%1.29%156
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
48.65%
Pick Rate
0.92%
Games
111

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

View augment details
SilverT348.65%0.92%111
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
48.41%
Pick Rate
1.30%
Games
157

Grants 50% critical strike chance .

View augment details
GoldT348.41%1.30%157
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
47.98%
Pick Rate
1.43%
Games
173

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

View augment details
GoldT347.98%1.43%173
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.89%
Pick Rate
1.57%
Games
190

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

View augment details
PrismaticT347.89%1.57%190
Windspeaker's Blessing Windspeaker's Blessing Windspeaker's Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.24%
Pick Rate
1.35%
Games
163

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

View augment details
PrismaticT347.24%1.35%163
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.15%
Pick Rate
1.02%
Games
123

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

View augment details
PrismaticT347.15%1.02%123
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
47.01%
Pick Rate
0.97%
Games
117

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

View augment details
SilverT347.01%0.97%117
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
46.88%
Pick Rate
1.32%
Games
160

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
GoldT346.88%1.32%160
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.58%
Pick Rate
1.21%
Games
146

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
PrismaticT346.58%1.21%146
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
46.30%
Pick Rate
0.89%
Games
108

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
GoldT346.30%0.89%108
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
46.15%
Pick Rate
1.50%
Games
182

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

View augment details
GoldT346.15%1.50%182
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
46.05%
Pick Rate
1.26%
Games
152

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

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GoldT346.05%1.26%152
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
45.98%
Pick Rate
1.44%
Games
174

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
GoldT345.98%1.44%174
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
45.77%
Pick Rate
1.17%
Games
142

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

View augment details
SilverT345.77%1.17%142
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
45.68%
Pick Rate
1.34%
Games
162

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

View augment details
GoldT345.68%1.34%162
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
44.03%
Pick Rate
1.31%
Games
159

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
PrismaticT344.03%1.31%159
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
41.79%
Pick Rate
1.11%
Games
134

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

View augment details
GoldT341.79%1.11%134
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
62.75%
Pick Rate
0.84%
Games
102

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
SilverT462.75%0.84%102
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
60.00%
Pick Rate
0.54%
Games
65

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT460.00%0.54%65
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
58.23%
Pick Rate
0.65%
Games
79

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
GoldT458.23%0.65%79
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
56.25%
Pick Rate
0.66%
Games
80

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
PrismaticT456.25%0.66%80
Mighty Shield Mighty Shield Mighty Shield Silver
Rarity
Silver
Tier
T5
Win Rate
55.74%
Pick Rate
0.50%
Games
61

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

View augment details
SilverT455.74%0.50%61
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
55.17%
Pick Rate
0.48%
Games
58

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

View augment details
GoldT455.17%0.48%58
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
54.39%
Pick Rate
0.47%
Games
57

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
GoldT454.39%0.47%57
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.57%
Pick Rate
0.69%
Games
84

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

View augment details
PrismaticT453.57%0.69%84
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.23%
Pick Rate
0.51%
Games
62

Grants 3 random Dragon Souls .

View augment details
PrismaticT453.23%0.51%62
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
53.00%
Pick Rate
0.83%
Games
100

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

View augment details
SilverT453.00%0.83%100
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.90%
Pick Rate
0.65%
Games
79

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
PrismaticT451.90%0.65%79
Poltergeist Poltergeist Poltergeist Silver
Rarity
Silver
Tier
T5
Win Rate
51.79%
Pick Rate
0.46%
Games
56

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
SilverT451.79%0.46%56
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
50.68%
Pick Rate
0.60%
Games
73

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.

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GoldT450.68%0.60%73
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.21%
Pick Rate
0.52%
Games
63

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

View augment details
PrismaticT449.21%0.52%63
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
48.89%
Pick Rate
0.74%
Games
90

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
GoldT448.89%0.74%90
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.00%
Pick Rate
0.62%
Games
75

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT448.00%0.62%75
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
48.00%
Pick Rate
0.62%
Games
75

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
PrismaticT448.00%0.62%75
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.17%
Pick Rate
0.44%
Games
53

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
PrismaticT447.17%0.44%53
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.87%
Pick Rate
0.64%
Games
78

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

View augment details
PrismaticT444.87%0.64%78
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
44.78%
Pick Rate
0.55%
Games
67

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
GoldT444.78%0.55%67
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.19%
Pick Rate
0.71%
Games
86

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

View augment details
PrismaticT444.19%0.71%86
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
43.86%
Pick Rate
0.47%
Games
57

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

View augment details
SilverT443.86%0.47%57
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
43.62%
Pick Rate
0.78%
Games
94

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

View augment details
GoldT443.62%0.78%94
Stuck in Here With Me Stuck in Here With Me Stuck in Here With Me Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.55%
Pick Rate
0.51%
Games
62

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

View augment details
PrismaticT443.55%0.51%62
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
41.03%
Pick Rate
0.64%
Games
78

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

View augment details
SilverT441.03%0.64%78
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
40.23%
Pick Rate
0.72%
Games
87

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
SilverT440.23%0.72%87
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
38.18%
Pick Rate
0.45%
Games
55

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
GoldT438.18%0.45%55

Hecarim Skill Combos

Extracted from the skill order guide

Skill Order
QWE

Normal order: start Q, take W second, take E third, then max Q > W > E, putting points in R whenever possible.

QEW

If your augments heavily reward movement speed, first contact, collision plays, or pick creation: you can consider Q > E > W.

RQWE

Normal order: start Q, take W second, take E third, then max Q > W > E, putting points in R whenever possible.

Hecarim Counters

Counters and threats extracted from the matchup guide

Counters

Counters

12

Hecarim counters these champions in ARAM: Mayhem.

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

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

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

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

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

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

Seraphine Seraphine Seraphine T1
Tier
T1
Rank
#2
Win Rate
56.33%
Pick Rate
0.94%

Seraphine Seraphine is a backline mage-support who wins fights by stacking pressure, not by forcing one clean burst. She likes long trades, grouped enemies, and teammates who can follow up on her setup. If you play her well, you keep people at arm’s length, soften them up, and turn one good hit into a wider fight win. Her pattern is simple: stay safe, tag multiple targets, and use her crowd control and healing to keep your team moving. In ARAM: Mayhem, that plan gets even better because the fights are constant and everyone is packed together, so her teamfight value shows up fast. The flip side is that she is still vulnerable if enemies reach her first, so spacing and timing matter more than greed. View champion guide

Aphelios Aphelios Aphelios T2
Tier
T2
Rank
#39
Win Rate
52.50%
Pick Rate
0.53%

Aphelios is a backline marksman who wins through weapon management, spacing, and clean target selection. He does not play like a simple right-click carry: his strength changes with the two guns he is holding, so good Aphelios players look for fights when their current weapon pair gives them strong poke, burst, sustain, or area damage. In ARAM: Mayhem, he becomes a high-ceiling carry in constant teamfights. The shorter lane and faster skirmishes give him plenty of targets, but they also punish bad positioning hard. Play around your gun cycle, take fights when your weapons match the moment, and use augments to push his damage, safety, or teamfight cleanup. If the enemy has heavy dive, stay patient; Aphelios can carry Mayhem fights, but only if he survives the first engage. View champion guide

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

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

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

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

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

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

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

Morgana Morgana Morgana T1
Tier
T1
Rank
#32
Win Rate
52.56%
Pick Rate
1.14%

Morgana is a control mage-support who wins ARAM: Mayhem by catching one target, protecting the right ally, and making tight spaces miserable for the enemy team. Her signature pattern is simple: land a binding, drop her damage zone under the trapped target, then use her spell shield to block the counter-engage or protect whoever is stepping forward. In Mayhem, fights break out faster and augments can make engages much harder to read, so Morgana is strongest when she plays patiently instead of fishing nonstop. Hold key choke points, punish enemies who walk too straight, and save your shield for the spell that actually starts the fight. If you miss your catch tool, back up and reset; if you land it, your team gets a clean window to burst, follow up, or force the enemy frontline to retreat. View champion guide

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

Read counter details

Hecarim Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Zilean Zilean Zilean T3
Tier
T3
Rank
#89
Win Rate
49.11%
Pick Rate
0.49%

Zilean is a backline utility mage who wins fights by making one carry impossible to catch and one mistake much harder to punish. His signature pattern is simple: place Time Bombs to threaten grouped enemies, speed an ally into or out of danger, then hold his revive for the teammate the enemy team has actually committed to killing. In ARAM: Mayhem, fights start faster and clump more often, so Zilean gets more chances to land bomb pressure and punish enemies who stack together. He is still fragile, though. If you walk up too early, you die before your value matters. Play behind your frontline, save speed for real engages or escapes, and use the revive to deny burst instead of casting it just because someone is low. View champion guide

Highest Value Enabler

Zilean gives Hecarim the two things he loves most: speed to find the angle and a safety net if the dive goes too deep. When Hecarim can enter first without instantly losing the fight on death, he becomes much harder to punish.

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

Best Wombo And Ball Delivery

Orianna turns Hecarim’s dive path into a delivery system. Hecarim forces enemies to clump or run, and Orianna punishes either choice with shielded follow-up and a large area threat.

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

Safest Carry-dive Support

Lulu makes Hecarim harder to burst and harder to kite. Her shields, speed, and anti-burst tools let him stay in melee long enough for repeated damage and disruption instead of being a one-and-done engage piece.

Seraphine Seraphine Seraphine T1
Tier
T1
Rank
#2
Win Rate
56.33%
Pick Rate
0.94%

Seraphine Seraphine is a backline mage-support who wins fights by stacking pressure, not by forcing one clean burst. She likes long trades, grouped enemies, and teammates who can follow up on her setup. If you play her well, you keep people at arm’s length, soften them up, and turn one good hit into a wider fight win. Her pattern is simple: stay safe, tag multiple targets, and use her crowd control and healing to keep your team moving. In ARAM: Mayhem, that plan gets even better because the fights are constant and everyone is packed together, so her teamfight value shows up fast. The flip side is that she is still vulnerable if enemies reach her first, so spacing and timing matter more than greed. View champion guide

Strongest Teamfight Layering

Seraphine gives Hecarim a cleaner runway with wave control, shields, and long-range crowd control. Hecarim creates panic in the middle of the enemy team, and Seraphine punishes the straight-line movement that follows.

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

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

Best Damage Payoff From Hecarim Disruption

Miss Fortune does not help Hecarim enter as much as the supports do, but she gives huge payoff when he makes enemies panic, clump, or run through a narrow space. Hecarim’s job is to force the enemy team to choose between peeling him and escaping her damage.

Hecarim ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityHecarim is a bruiser engager or follow-up diver who wants teammates to start or enemies to waste key crowd control before he commits to a fight.He becomes a tempo driver who repeatedly threatens carries, splits enemy formations, and forces cooldowns early rather than waiting for perfect engage angles.Shift from waiting for clean engages to creating repeated pressure and forcing enemy cooldowns throughout fights.
Engage PatienceHe often holds engage until enemies overextend or carries walk into Snowball range, since he does not get endless clean attempts.He can cast and fight more often, but using every speed tool just to reach enemies leaves no way to reposition after crowd control stops him.Fight more often but save repositioning tools; arriving with no exit plan still gets punished.
W TimingW is often used as Hecarim commits so he can survive the first burst of damage from the enemy team.Fights are longer and messier, so avoid pressing W too early while walking in; use it when damage is actually being exchanged.Activate W during active damage exchange, not before contact, or enemies can kite and wait it out.
Snowball DisciplineSnowball is often the safest way to start without spending everything; mark a target, wait to see if team can follow, then decide.Snowball is more flexible but dangerous; check if team can hit, target has used escape, and you have a way out before taking it.Do not take every Snowball mark just because Mayhem rewards action; bad isolated dives still end badly.
Ultimate UsageUsing R too early can leave Hecarim stranded, so it must be saved for the right moment to cross dangerous space or disrupt priority targets.R should break counter-engage, dodge decisive responses, or re-enter after peel rather than being thrown out as a simple entry animation.Save R to cross danger, dodge key responses, or re-enter fights rather than opening with it blindly.
Build AdaptationHecarim needs a practical balance between damage, health, resistances, and healing value to function without evaporating before dealing damage.Augments change build needs; durability augments let you build pressure, while damage augments require defensive items to survive contact.Match item choices to augment plan rather than following a fixed normal ARAM template.

Champion Analysis

Role / Current performance

Overview

In Hextech Mayhem (ARAM) mode, Hecarim the Shadow of War functions as a melee fighter-tank defined by extraordinary mobility and devastating AoE damage capability. His core identity centers on speed as both a defensive and offensive mechanic, with his passive Warpath converting bonus movement speed directly into bonus attack damage. This creates a unique synergy where Hecarim becomes more dangerous the faster he moves, rewarding aggressive positioning and momentum-based gameplay. Hecarim's primary damage pattern revolves around his Q, Rampage, which deals AoE physical damage to nearby enemies while granting cooldown reduction when striking champions. This mechanic enables excellent sustained damage output in the close-quarters team fighting environment of Hextech Mayhem, allowing Hecarim to maintain pressure through repeated casts during extended engagements. His W, Spirit of Dread, complements this sustained fighting style by dealing magic damage to nearby enemies while healing Hecarim based on damage dealt, providing strong sustainability that keeps him effective throughout prolonged team fights. His E, Devastating Charge, serves as his primary mobility and engagement tool, granting massive movement speed toward enemies while empowering his next attack to knock targets back. This ability gives Hecarim outstanding engage potential, allowing him to close distances rapidly and disrupt enemy formations. His ultimate, Onslaught of Shadows, functions as his signature disruption ability by summoning a ghostly wave that fears enemies across a large area, causing them to flee. This ability excels at disrupting enemy positioning and creating chaos in the confined ARAM lane, where enemies have limited escape routes. Strategically, Hecarim combines the durability of a tank with the damage output of a fighter, making him effective at initiating fights, sustaining through enemy damage, and dealing consistent AoE damage to grouped opponents. His mobility allows him to engage from unexpected angles, while his fear ultimate can scatter enemy teams and create openings for his allies. The knockback from his empowered E attack adds further displacement utility, giving him multiple tools to control enemy positioning. Hecarim's combination of mobility, AoE damage, and tankiness establishes him as a devastating all-around fighter in Hextech Mayhem, capable of leading engagements, surviving sustained damage, and punishing enemies who cluster together.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Hecarim wins Mayhem fights by choosing the angle, not by running straight through five champions. In the narrow ARAM lane, obvious engages are easily punished. Use the side brush, minion wave, and Snowball threat to make enemy carries step sideways first, then commit when their peel is separated from their damage. Starting from the middle of the lane with no cover usually results in spending speed just reaching the target and dying before damage matters. Start fights after someone uses their stop button. When the enemy support uses a knockback, bind, stun, silence, or displacement on your frontline, that is the cleanest window. Hecarim hates being stopped during the charge. Enter from an angle rather than the front line, since a straight engage lets enemies stack skillshots on the same path. Do not burn everything to touch the first target. If Snowball, movement speed, charge, and ultimate are all needed just to reach a tank, the engage is bad. Save at least one tool for the second movement to chase or escape. Use fear to break formation. The best ultimate is not always the one hitting the most people. A cast that fears the carry away from their enchanter or pushes damage dealers in opposite directions often wins harder than a five-man dive that leaves Hecarim trapped with no follow-up. For counter-engage, let impatient enemies cross the midpoint first. Hecarim excels when enemies dash into your team and lose their escape path. Hold charge until their diver lands, then run past to hit the backline. Peel with threat by standing between assassins and their exit route, forcing them to choose between finishing the kill or dying without a reset. Plan the exit before entry. Before diving, check health relics, minion waves, and backline position. If all three are behind the enemy team, the engage is just donating shutdown gold. After burst, curve out diagonally toward walls or brush rather than walking backward through skillshots. Use sustain windows only when damage is actually happening, not while kiting away. Do not stand shoulder-to-shoulder with your tank before fights, as stacking lets poke hit both and eliminates engage angles. Respect layered crowd control in the lane center, crossing with purpose using Snowball or ultimate. Use minions to hide movement but avoid getting stuck behind them. Primary targets are immobile damage dealers and fragile enchanters. Do not tunnel the lowest-health champion if they are deep under turret. When behind, hit whoever is overextended first to force numbers advantage rather than chasing fed carries through their team. Throw Snowball when enemies are busy dodging something else. Do not always recast instantly, as taking it immediately can put Hecarim into traps. Use Snowball as a bridge, not a replacement for good pathing. Read augments around the actions they reward and do not let them bait into bad target selection. Push when engage is available and pull back when key tools are down. Dive only when the victim cannot stall, entering after the wave reaches turret. Leave as soon as the kill condition is gone. When behind, stop starting hero fights and instead absorb pressure, clear waves safely, and punish overextension. Build fights around allied damage rather than pride. The clean pattern is pressure from the side, wait for peel to be spent, hit targets your team can reach, then curve out before the collapse.

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Playstyle Guide

Playstyle / Team structure

Play guide

Hecarim wants controlled chaos. He is not a front-to-back wall that stands still, nor a poke champion that wins by waiting. His best fights start from fog, side angles, or a minion-wave gap where he can enter fast, hit the backline, and keep moving instead of getting pinned in the center of the bridge. In Mayhem, the extra power from augments usually makes both engages and punish windows sharper, so play around the moment mobility, sustain, and defensive tools line up. During early levels 1-6, start slightly off-center near the side wall or just behind frontline minions to threaten short burst trades without eating every poke spell first. Let the wave absorb skillshots, then step up when those spells miss. Take quick trades, then leave. Hecarim is much better when he swings through the fight and resets his position than when walking forward slowly into five champions. Look for enemies who used their main poke or control spell on the wave, go in, hit the nearest safe target, and pull back before the enemy team can layer crowd control. Early Snowball is a threat tool, not an obligation. Throw it at a backliner only if the team can follow or the target is already low enough that entry creates a kill. If Snowball hits a tank in the middle of the enemy team, think twice before taking it, as a bad second cast puts you behind their frontline with no exit. At mid levels 7-11, Hecarim becomes much more threatening. Play from angles whenever the wave is neutral or pushing toward the enemy. If standing directly in lane, the enemy can mark the engage and pre-cast control. Trades should now be tied to enemy cooldowns and ally readiness. Engage when the enemy has used displacement, root, stun, silence, or heavy slow, or when team burst is in range. Snowball becomes a fight selector for bypassing frontline when a carry is exposed. If the team is clearing the wave or backing up, do not take a hit Snowball. The best Hecarim players leave bad marks unused. Late game punishes lazy engages. Death timers are long, damage is high, and Mayhem augments can turn one mistake into a lost push. Stand out of direct vision when possible and make the enemy team walk into uncertainty. Stop taking small health-loss trades unless they lead to a real fight. Late Snowball should either start a winning fight, finish a key target, or force a major defensive reaction. Throwing it randomly gives the enemy information. If ahead late, force the enemy to answer waves under pressure, then engage the moment one player steps too far forward. The goal is not always a flashy backline dive; sometimes the winning play is deleting the enemy frontline first. When behind late, look for one clean punish instead of a miracle five-man dive. Hide the angle, wait for the enemy to split around the wave, and attack the player the team can actually kill. The main rule is that Hecarim wins when he chooses the entry and keeps the fight moving. Charging straight down the lane into prepared control makes the enemy game easy. Holding a side angle, tracking punish tools, and using Snowball plus augments to enter on your terms turns every wave into a real threat.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Hecarim the Shadow of War excels at converting advantages into controlled pressure rather than reckless dives. When ahead, his primary strength lies in threatening angles that force enemies to respect his engage range, allowing his team to secure bushes, healing packs, and wave priority. He should start engages from the side rather than charging directly through the enemy front line, as good opponents will save crowd control for his exit and punish him after his initial burst. A clean pick creates opportunities for chained fights and wave control, but chasing carries through multiple defenders after they escape represents a major throw risk. His ultimate becomes a powerful tool for splitting enemy backlines from their frontlines, though he must wait for allies to position before committing. Hecarim can also bait enemy cooldowns by threatening charges without fully committing, then re-engaging once opponents have wasted their key spells. Even while ahead, he should prioritize peeling for fed carries when facing assassins or hard engage, rather than abandoning teammates to chase low-health targets. Movement speed augments should create cleaner engage angles rather than deeper overextensions, while durability augments cover his vulnerability to focused fire after committing. Damage augments tempt tunnel vision but work best against targets with no remaining escape options. When behind, Hecarim must shift from backline diving to controlled disruption and peel. He should clear safely, protect waveclearing teammates, and wait for enemies to waste cooldowns before looking for openings. Punishing overextended frontlines and counter-engaging enemy divers becomes more valuable than desperate attempts to reach carries. His ultimate serves as a fight breaker rather than an engage tool, separating damage dealers from their follow-up. Behind-state Hecarim must avoid engaging from center lane into five ready champions without side angles, ally support, or missed enemy spells. Trading his life for low-value targets rarely produces comebacks unless it immediately stops a push. When facing multiple hard crowd control options, he must count spells before committing and hover threateningly until enemies miss or use their tools on teammates. Repeated small trades using sustain augments can bait impatient enemies into mistakes, while mobility augments provide escape angles and repositioning after baiting cooldowns.

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Champion Background

Lore / Identity / Text block

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Hecarim the Shadow of War functions in ARAM: Mayhem as a tempo bruiser who wins by entering fights with speed, maintaining movement throughout the engagement, and transforming messy skirmishes into extended chases. He is not a straightforward front-to-back tank, and his value drops significantly if he wastes his first engage. Every spell should be treated as part of one continuous movement chain: speed generates threat, threat forces flashes or peel, and follow-up damage only matters if Hecarim stays close enough to keep attacking. His passive, Warpath, converts bonus movement speed into offensive value. Movement is not merely mobility for Hecarim; it is integral to his damage pattern. Mayhem fights often break into repeated re-engages, resets, and side chases, which suits his style. Passive threat is highest when movement is stacked before contact, with a typical pattern involving building speed, entering with E or Snowball, keeping Q running during collision, and using W while enemies are forced to fight within range. Enemies punish Warpath by slowing Hecarim, grounding his engage route with zones, or forcing him to start from too close without time to accelerate. Q serves as Hecarim's main repeat damage tool, hitting around him and rewarding sustained melee presence. In Mayhem, enemies often clump around minion waves and narrow retreat lines, making Q excellent when Hecarim can stand inside multiple bodies after R or E disrupts their formation. Q is centered on Hecarim, so positioning matters more than aiming. Enemies counter Q by kiting outside his circle, using slows after entry, or forcing him to choose between chasing a carry and staying near the frontline. W creates a damaging area around Hecarim and provides durability through fighting. It functions as a "stay in" button rather than something to casually press while approaching. W is strongest when Hecarim is already in the middle of enemies or about to be. Activating it too early while still outside contact gives enemies a clear window to disengage and wait it out. If W is down, Hecarim becomes much easier to burst during his next engage. E grants ramping movement speed and empowers his next attack to knock the target back, serving as his most important non-ultimate engage and pick tool. The narrow ARAM lane makes E threatening because enemies have limited space to dodge his run-up. The direction of impact matters: striking from the front may knock a carry toward safety, while approaching from behind or the side can push them toward Hecarim's team. A missed or poorly angled E represents one of Hecarim's biggest punish windows. R is Hecarim's long-range commitment tool, damaging enemies in its path and fearing those near the impact area. It provides backline access and a way to break defensive formations. R is strongest when hitting a clumped team or punishing enemies trapped by the lane geometry. The fear effect near the arrival area is the real fight winner, so Hecarim should aim for where priority targets must move rather than where they are standing at the start. If R is down, Hecarim loses his most reliable way to reach protected targets, and the enemy backline can play farther forward with less risk.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Hecarim the Shadow of War performs best when entering fights with speed, targeting correctly, and maintaining movement throughout engagements rather than standing still like a directionless brawler. Most unsuccessful Hecarim games stem from two fundamental issues: poor execution on initial contact or forcing fights before teammates can properly follow up. Mechanical mistakes frequently undermine Hecarim's effectiveness. Charging straight in with Devastating Charge and targeting the first available champion often results in knocking a tank or bait target forward, wasting the strongest engage angle, and becoming surrounded with no escape route. The correct approach involves starting charges from side angles, aiming past the frontline, and using knockback to push carries toward allies or away from safety. Using Onslaught of Shadows as a panic engage at maximum range causes Hecarim to arrive before his team, fearing targets in unpunishable directions while burning his best escape simultaneously. This ability works best for breaking key backline positions, dodging crowd control, or finishing fights after allies are positioned to follow. Standing still while mashing Rampage eliminates the movement-based pressure that makes Hecarim dangerous, leaving him vulnerable to every skillshot and turning sustained damage into a slow death. Players should weave movement between casts, circle targets, and keep positioned toward either a carry or an exit. Activating Spirit of Dread after enemy damage has already landed misses the value of staying healthy during initial burst. This ability should cover the dangerous portion of dives, not the retreat phase at low health. Using Snowball blindly as a second engage without checking landing positions delivers Hecarim directly into exhausts, roots, traps, or five-player collapses, often forcing defensive ultimate usage just to survive. Buffering charges into obvious displacement or hard crowd control stops engages before impact, wastes speed windows, and grants enemies free punishment opportunities. Decision mistakes prove equally costly. Starting fights while the backline clears waves or recovers from poke creates beautiful engages that no one can damage, leading to enemy retaliation once movement burst ends. Hecarim functions as an initiator requiring team follow-up, not a solo delivery service. Building and playing like a pure carry against heavy crowd control and burst results in exploding before repeated damage matters, making every engage a one-way trip. Ignoring enemy anti-engage champions because of perceived speed leads to running directly into knockbacks, polymorphs, suppressions, silences, or layered slows, becoming predictable and easily peeled. Diving past fed bruisers or assassins to reach slightly weaker marksmen allows the real threat to kill allies while Hecarim chases protected targets, removing his own peel from the fight. Taking every visible low-health chase after won skirmishes runs Hecarim into respawns, traps, or fresh cooldowns, surrendering shutdown value and losing earned lane tempo. Fighting in narrow zones against enemies with stronger area control funnels teams into damage and eliminates the space Hecarim needs to flank, circle, or choose targets effectively. The disciplined Hecarim pattern remains straightforward: enter from an angle, move the right target, survive the first punish, then keep running the fight instead of standing in it. When mistakes occur, recovery involves cutting fights short, protecting exits, and waiting for genuine openings rather than forcing desperate extensions.

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FAQ

Hecarim

FAQ

Is Hecarim a main engage champion in ARAM: Mayhem? Yes, Hecarim can start fights, but he is best when the enemy team has already stepped forward or used key peel. If you charge in first with no follow-up, you often get stunned, kited, and burned down before your healing matters. Ping your angle, enter from the side when possible, and force the enemy backline to split instead of diving straight through the whole team. When should I use Snowball on Hecarim? Use Snowball when it gives you a clean backline entry or a way to follow a low-health target after they flash or dash away. If the mark lands on a tank standing in front of four teammates, taking it can trap you in the worst part of the fight. Hold the second cast until your team is close enough to punish the collapse. Should Hecarim build full damage or tankier in Mayhem? Build more damage when your team already has frontline and the enemy carries are vulnerable to fast dives. Build tankier when you are the only champion who can enter first, because surviving the counter-CC matters more than one burst combo. The tradeoff is simple: damage Hecarim ends fights faster, tank Hecarim gets more chances to start them.

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