ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T5 Rank #143

Jayce ARAM Mayhem Build & Best Augments

Jayce role and playstyle: baseline role is AD fighter, 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. Key ARAM traits include AoE pressure, speed utility, dash mobility. 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: High execution: requires precise positioning, target selection, cooldown tracking, and fight timing. 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.

Jayce Jayce the Defender of Tomorrow Fighter / Mage
TierT5
Rank#143
Win Rate46.60%
Pick Rate0.79%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

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

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

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 Rate48.72%
Pick Rate17.22%
#2
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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.

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.

Win Rate49.26%
Pick Rate6.29%
#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.

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 Rate51.21%
Pick Rate5.19%

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.

49.67%
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.

50.25%
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).

48.56%
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.

48.61%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
Total Price
3,100
Price
750

+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.

51.22%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

47.19%
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.

45.07%
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.

50.77%
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.

42.50%
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.

52.63%
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.

45.47%
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%.

55.42%

Starting items

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.

52.38%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

52.38%
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.

54.20%
Guardian's Blade Guardian's Blade Guardian's Blade
Total Price
950
Price
950

+30 Attack Damage +150 Health +15 Ability Haste

54.20%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

56.17%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

56.17%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

56.17%

Core items

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

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

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 Rate49.55%
Pick Rate26.32%
#2
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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.

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.

Win Rate53.13%
Pick Rate12.40%
#3
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.

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 Rate41.14%
Pick Rate5.91%

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.

48.04%
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.

49.79%
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.

49.22%
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).

49.65%
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.

44.25%
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.

49.33%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
Total Price
3,100
Price
750

+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.

46.69%
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.

48.60%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

43.31%
Chempunk Chainsword Chempunk Chainsword Chempunk Chainsword
Total Price
3,000
Price
250

+45 Attack Damage +450 Health +15 Ability Haste Hackshorn Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.

41.56%
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.

52.60%
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%.

47.53%

Starting items

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.

48.63%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

48.63%
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.

53.80%
Guardian's Blade Guardian's Blade Guardian's Blade
Total Price
950
Price
950

+30 Attack Damage +150 Health +15 Ability Haste

53.80%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

50.80%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

50.80%
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.

50.80%

Core items

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

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

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 Rate49.02%
Pick Rate14.46%
#2
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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.

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

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

Win Rate43.10%
Pick Rate13.59%
#3
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.

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.

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.

Win Rate39.15%
Pick Rate8.04%

Situational itemstop 12

Starting items

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.

47.33%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

47.33%
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.

47.50%
Guardian's Blade Guardian's Blade Guardian's Blade
Total Price
950
Price
950

+30 Attack Damage +150 Health +15 Ability Haste

47.50%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

34.58%
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.

34.58%
Guardian's Blade Guardian's Blade Guardian's Blade
Total Price
950
Price
950

+30 Attack Damage +150 Health +15 Ability Haste

34.58%

Core items

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

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

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 Rate48.08%
Pick Rate14.90%
#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.

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 Rate46.92%
Pick Rate9.35%
#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.

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.

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.

Win Rate49.49%
Pick Rate6.63%

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.

47.86%
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.

47.20%
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.

46.41%
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.

47.06%
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.

48.77%
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.

45.75%
Edge of Night Edge of Night Edge of Night
Total Price
3,000
Price
850

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

49.03%
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).

45.05%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

47.04%
Serpent's Fang Serpent's Fang Serpent's Fang
Total Price
2,500
Price
625

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

46.22%
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.

49.19%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
Total Price
3,100
Price
750

+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.

46.17%

Starting items

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.

47.40%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

47.40%
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.

52.23%
Guardian's Blade Guardian's Blade Guardian's Blade
Total Price
950
Price
950

+30 Attack Damage +150 Health +15 Ability Haste

52.23%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

46.48%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

46.48%
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.

46.48%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
55.17%
Pick Rate
6.90%
Games
1,461

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
GoldT155.17%6.90%1,461
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
51.94%
Pick Rate
6.81%
Games
1,442

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

View augment details
GoldT151.94%6.81%1,442
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
49.58%
Pick Rate
5.65%
Games
1,196

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
GoldT149.58%5.65%1,196
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.30%
Pick Rate
10.78%
Games
2,282

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
PrismaticT149.30%10.78%2,282
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
49.02%
Pick Rate
9.85%
Games
2,085

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT149.02%9.85%2,085
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
48.93%
Pick Rate
8.79%
Games
1,862

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
SilverT148.93%8.79%1,862
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
48.66%
Pick Rate
19.26%
Games
4,079

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
GoldT148.66%19.26%4,079
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
48.64%
Pick Rate
9.19%
Games
1,947

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

View augment details
GoldT148.64%9.19%1,947
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
48.52%
Pick Rate
6.08%
Games
1,288

You summon a Poro alongside yourself every 3. 5 seconds, up to 5 at a time. Damaging an enemy champion with a basic attack or ability, excluding those which apply damage over time , commands all of your Poros to launch themselves at the target, each dealing true damage equal to 3% of the target's maximum health . If triggered while at the maximum number of summoned Poros , the first Poro to hit the target also knocks them up for 0. 5 seconds. This augment is only offered to up to 1 player on each team for a given game.

View augment details
GoldT148.52%6.08%1,288
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
48.21%
Pick Rate
7.51%
Games
1,591

Gain 15% omnivamp .

View augment details
SilverT148.21%7.51%1,591
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.49%
Pick Rate
17.94%
Games
3,799

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

View augment details
PrismaticT147.49%17.94%3,799
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
47.19%
Pick Rate
12.75%
Games
2,700

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

View augment details
SilverT147.19%12.75%2,700
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
46.02%
Pick Rate
6.81%
Games
1,443

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
GoldT146.02%6.81%1,443
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
45.74%
Pick Rate
4.54%
Games
962

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
GoldT145.74%4.54%962
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
45.71%
Pick Rate
10.74%
Games
2,275

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

View augment details
SilverT145.71%10.74%2,275
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
45.61%
Pick Rate
5.54%
Games
1,173

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

View augment details
PrismaticT145.61%5.54%1,173
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
45.29%
Pick Rate
23.91%
Games
5,063

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

View augment details
GoldT145.29%23.91%5,063
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
45.14%
Pick Rate
5.59%
Games
1,183

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
SilverT145.14%5.59%1,183
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
44.88%
Pick Rate
11.58%
Games
2,453

Grants 18% armor penetration and magic penetration .

View augment details
GoldT144.88%11.58%2,453
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
44.70%
Pick Rate
8.86%
Games
1,877

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
SilverT144.70%8.86%1,877
Trueshot Prodigy Trueshot Prodigy Trueshot Prodigy Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.54%
Pick Rate
5.79%
Games
1,226

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

View augment details
PrismaticT144.54%5.79%1,226
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
44.06%
Pick Rate
15.46%
Games
3,275

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

View augment details
GoldT144.06%15.46%3,275
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
42.78%
Pick Rate
7.42%
Games
1,571

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
SilverT142.78%7.42%1,571
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
53.47%
Pick Rate
3.13%
Games
662

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

View augment details
PrismaticT253.47%3.13%662
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
53.38%
Pick Rate
3.70%
Games
783

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

View augment details
GoldT253.38%3.70%783
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
51.34%
Pick Rate
3.36%
Games
711

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
GoldT251.34%3.36%711
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
50.74%
Pick Rate
3.21%
Games
680

Gain 1750 upon acquiring this augment.

View augment details
GoldT250.74%3.21%680
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
50.57%
Pick Rate
4.13%
Games
874

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

View augment details
SilverT250.57%4.13%874
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
50.39%
Pick Rate
1.80%
Games
381

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

View augment details
GoldT250.39%1.80%381
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
50.28%
Pick Rate
1.71%
Games
362

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
GoldT250.28%1.71%362
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
50.00%
Pick Rate
2.27%
Games
480

Gain 2 Stat Anvils .

View augment details
SilverT250.00%2.27%480
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.86%
Pick Rate
1.74%
Games
369

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
PrismaticT249.86%1.74%369
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
49.84%
Pick Rate
1.51%
Games
319

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
SilverT249.84%1.51%319
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
49.79%
Pick Rate
2.22%
Games
470

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT249.79%2.22%470
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.72%
Pick Rate
2.49%
Games
527

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

View augment details
PrismaticT249.72%2.49%527
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.91%
Pick Rate
2.16%
Games
458

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
PrismaticT248.91%2.16%458
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
48.79%
Pick Rate
1.95%
Games
414

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
PrismaticT248.79%1.95%414
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
48.79%
Pick Rate
1.95%
Games
414

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
GoldT248.79%1.95%414
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
48.58%
Pick Rate
2.50%
Games
529

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

View augment details
GoldT248.58%2.50%529
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
48.41%
Pick Rate
1.64%
Games
347

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
SilverT248.41%1.64%347
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
48.07%
Pick Rate
1.59%
Games
337

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
PrismaticT248.07%1.59%337
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
47.51%
Pick Rate
3.41%
Games
722

Increases attack damage by 20% .

View augment details
SilverT247.51%3.41%722
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
46.81%
Pick Rate
3.62%
Games
767

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

View augment details
SilverT246.81%3.62%767
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
46.54%
Pick Rate
1.78%
Games
376

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
PrismaticT246.54%1.78%376
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
46.35%
Pick Rate
2.59%
Games
548

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

View augment details
SilverT246.35%2.59%548
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.96%
Pick Rate
2.39%
Games
507

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
PrismaticT245.96%2.39%507
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
45.84%
Pick Rate
2.67%
Games
565

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
GoldT245.84%2.67%565
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
45.50%
Pick Rate
2.10%
Games
444

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
GoldT245.50%2.10%444
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
45.29%
Pick Rate
3.41%
Games
722

Grants 60 ability haste .

View augment details
GoldT245.29%3.41%722
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
45.12%
Pick Rate
2.47%
Games
523

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

View augment details
GoldT245.12%2.47%523
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
45.04%
Pick Rate
4.42%
Games
937

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

View augment details
GoldT245.04%4.42%937
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
44.63%
Pick Rate
1.98%
Games
419

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT244.63%1.98%419
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
44.42%
Pick Rate
2.03%
Games
430

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

View augment details
PrismaticT244.42%2.03%430
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
44.09%
Pick Rate
2.96%
Games
626

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

View augment details
GoldT244.09%2.96%626
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.85%
Pick Rate
2.11%
Games
447

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
PrismaticT243.85%2.11%447
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
43.70%
Pick Rate
1.91%
Games
405

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
SilverT243.70%1.91%405
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.42%
Pick Rate
3.45%
Games
730

You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal pre-mitigation.

View augment details
PrismaticT243.42%3.45%730
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
43.07%
Pick Rate
2.21%
Games
469

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

View augment details
GoldT243.07%2.21%469
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
42.44%
Pick Rate
1.78%
Games
377

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

View augment details
GoldT242.44%1.78%377
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
42.40%
Pick Rate
3.51%
Games
743

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
GoldT242.40%3.51%743
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
42.12%
Pick Rate
2.28%
Games
482

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

View augment details
GoldT242.12%2.28%482
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
41.99%
Pick Rate
2.71%
Games
574

Grants 50% critical strike chance .

View augment details
GoldT241.99%2.71%574
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
40.78%
Pick Rate
2.05%
Games
434

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

View augment details
GoldT240.78%2.05%434
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
40.65%
Pick Rate
4.22%
Games
893

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

View augment details
PrismaticT240.65%4.22%893
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
55.24%
Pick Rate
0.99%
Games
210

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
PrismaticT355.24%0.99%210
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
53.55%
Pick Rate
0.86%
Games
183

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
SilverT353.55%0.86%183
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.37%
Pick Rate
0.91%
Games
193

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
PrismaticT353.37%0.91%193
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.85%
Pick Rate
0.91%
Games
193

Grants 3 random Dragon Souls .

View augment details
PrismaticT352.85%0.91%193
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.40%
Pick Rate
1.18%
Games
250

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

View augment details
PrismaticT352.40%1.18%250
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
51.50%
Pick Rate
1.26%
Games
266

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
SilverT351.50%1.26%266
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.00%
Pick Rate
1.10%
Games
234

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
PrismaticT350.00%1.10%234
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
48.44%
Pick Rate
0.91%
Games
192

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
GoldT348.44%0.91%192
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
47.71%
Pick Rate
1.03%
Games
218

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
SilverT347.71%1.03%218
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
47.60%
Pick Rate
1.18%
Games
250

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

View augment details
SilverT347.60%1.18%250
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.16%
Pick Rate
0.83%
Games
176

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
PrismaticT347.16%0.83%176
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
46.86%
Pick Rate
1.28%
Games
271

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
PrismaticT346.86%1.28%271
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
46.53%
Pick Rate
0.68%
Games
144

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
GoldT346.53%0.68%144
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
46.41%
Pick Rate
1.12%
Games
237

Damaging abilities against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 10 – 30 (based on level) (+ 7% bonus AD) (+ 7% AP) magic damage (5 second cooldown). Additionally, gain 15% critical strike chance .

View augment details
SilverT346.41%1.12%237
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.33%
Pick Rate
0.84%
Games
177

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
PrismaticT346.33%0.84%177
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
46.29%
Pick Rate
1.08%
Games
229

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

View augment details
GoldT346.29%1.08%229
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
46.15%
Pick Rate
1.23%
Games
260

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

View augment details
GoldT346.15%1.23%260
Critical Rhythm Critical Rhythm Critical Rhythm Gold
Rarity
Gold
Tier
T1
Win Rate
46.06%
Pick Rate
1.20%
Games
254

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

View augment details
GoldT346.06%1.20%254
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
45.92%
Pick Rate
0.93%
Games
196

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT345.92%0.93%196
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
45.77%
Pick Rate
0.67%
Games
142

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
SilverT345.77%0.67%142
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
45.75%
Pick Rate
1.44%
Games
306

Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you.

View augment details
GoldT345.75%1.44%306
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
45.52%
Pick Rate
0.68%
Games
145

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT345.52%0.68%145
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
45.50%
Pick Rate
0.89%
Games
189

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

View augment details
SilverT345.50%0.89%189
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
45.21%
Pick Rate
1.43%
Games
303

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
GoldT345.21%1.43%303
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
44.71%
Pick Rate
0.80%
Games
170

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
GoldT344.71%0.80%170
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
43.20%
Pick Rate
0.97%
Games
206

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

View augment details
GoldT343.20%0.97%206
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
42.47%
Pick Rate
0.69%
Games
146

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
GoldT342.47%0.69%146
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
41.72%
Pick Rate
0.77%
Games
163

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT341.72%0.77%163
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
41.57%
Pick Rate
0.84%
Games
178

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

View augment details
SilverT341.57%0.84%178
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
40.65%
Pick Rate
1.01%
Games
214

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

View augment details
PrismaticT340.65%1.01%214
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
40.35%
Pick Rate
0.81%
Games
171

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

View augment details
GoldT340.35%0.81%171
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
36.50%
Pick Rate
0.65%
Games
137

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

View augment details
SilverT336.50%0.65%137
Hand of Baron Hand of Baron Hand of Baron Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
61.82%
Pick Rate
0.26%
Games
55

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

View augment details
PrismaticT461.82%0.26%55
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
56.19%
Pick Rate
0.50%
Games
105

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

View augment details
GoldT456.19%0.50%105
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
53.97%
Pick Rate
0.30%
Games
63

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

View augment details
PrismaticT453.97%0.30%63
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.85%
Pick Rate
0.31%
Games
65

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

View augment details
PrismaticT453.85%0.31%65
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
53.45%
Pick Rate
0.27%
Games
58

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
GoldT453.45%0.27%58
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
51.67%
Pick Rate
0.57%
Games
120

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

View augment details
SilverT451.67%0.57%120
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
50.00%
Pick Rate
0.39%
Games
82

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

View augment details
SilverT450.00%0.39%82
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
50.00%
Pick Rate
0.37%
Games
78

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

View augment details
GoldT450.00%0.37%78
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.00%
Pick Rate
0.28%
Games
60

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

View augment details
PrismaticT450.00%0.28%60
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
49.50%
Pick Rate
0.48%
Games
101

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
GoldT449.50%0.48%101
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
49.45%
Pick Rate
0.43%
Games
91

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

View augment details
GoldT449.45%0.43%91
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.52%
Pick Rate
0.48%
Games
101

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
PrismaticT447.52%0.48%101
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
47.50%
Pick Rate
0.38%
Games
80

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
SilverT447.50%0.38%80
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
47.00%
Pick Rate
0.47%
Games
100

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
GoldT447.00%0.47%100
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
45.57%
Pick Rate
0.37%
Games
79

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
GoldT445.57%0.37%79
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
44.68%
Pick Rate
0.44%
Games
94

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

View augment details
GoldT444.68%0.44%94
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
44.44%
Pick Rate
0.25%
Games
54

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
SilverT444.44%0.25%54
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
44.29%
Pick Rate
0.33%
Games
70

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

View augment details
SilverT444.29%0.33%70
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
43.66%
Pick Rate
0.34%
Games
71

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT443.66%0.34%71
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.56%
Pick Rate
0.48%
Games
101

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

View augment details
PrismaticT443.56%0.48%101
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
43.44%
Pick Rate
0.58%
Games
122

Grants 60% bonus attack speed .

View augment details
SilverT443.44%0.58%122
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.06%
Pick Rate
0.34%
Games
72

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
PrismaticT443.06%0.34%72
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
42.31%
Pick Rate
0.37%
Games
78

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
PrismaticT442.31%0.37%78
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
42.27%
Pick Rate
0.46%
Games
97

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT442.27%0.46%97
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
42.22%
Pick Rate
0.42%
Games
90

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

View augment details
GoldT442.22%0.42%90
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
42.19%
Pick Rate
0.30%
Games
64

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

View augment details
GoldT442.19%0.30%64
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
40.68%
Pick Rate
0.28%
Games
59

Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application.

View augment details
GoldT440.68%0.28%59
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
40.00%
Pick Rate
0.57%
Games
120

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
PrismaticT440.00%0.57%120
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
40.00%
Pick Rate
0.57%
Games
120

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT440.00%0.57%120
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
39.02%
Pick Rate
0.39%
Games
82

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
SilverT439.02%0.39%82
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
37.29%
Pick Rate
0.28%
Games
59

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

View augment details
GoldT437.29%0.28%59
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
37.29%
Pick Rate
0.28%
Games
59

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

View augment details
GoldT437.29%0.28%59
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
35.90%
Pick Rate
0.37%
Games
78

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

View augment details
SilverT435.90%0.37%78
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
35.19%
Pick Rate
0.25%
Games
54

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

View augment details
PrismaticT435.19%0.25%54
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
35.00%
Pick Rate
0.28%
Games
60

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT435.00%0.28%60
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
31.58%
Pick Rate
0.27%
Games
57

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

View augment details
SilverT431.58%0.27%57

Jayce Skill Combos

Extracted from the skill order guide

Skill Order
RQWE

Max Q first, then W, with points in R whenever available.

Jayce Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Jayce 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

Ezreal Ezreal Ezreal T5
Tier
T5
Rank
#158
Win Rate
45.67%
Pick Rate
1.10%

Ezreal the Prodigal Explorer Ezreal is a skillshot-heavy marksman-mage hybrid who thrives on spacing, poke damage, and repositioning. In standard modes, he is the quintessential "safe" pick who relies on Mystic Shot cooldown resets and Arcane Shift mobility to chip away at enemies while staying out of reach. His identity centers on landing Q consistently—if you hit, you get rewarded with lower cooldowns and sustained pressure. If you miss, you lose lane control. In ARAM: Mayhem, that core loop gets amplified by the mode's accelerated pace and constant fighting. The single-lane format removes his ability to farm safely under a tower or roam for isolated picks. Instead, he becomes a pure poke engine in a corridor where hiding is nearly impossible. The Mayhem environment—faster gold, more frequent ability casts, and aggressive augments—shifts him from a scaling safety pick into an early-game damage threat who can snowball hard if his aim holds up. His role here is straightforward: siege from max range, fish for Mystic Shot hits, and use Arcane Shift almost exclusively for repositioning or dodging high-value engage. The constant teamfight means his ultimate, Trueshot Barrage, comes up often and cuts through the entire enemy team. He still struggles against hard engage and burst, but the mode's tools give him more ways to survive and contribute than he would have in normal ARAM. View champion guide

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

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

Varus Varus Varus T5
Tier
T5
Rank
#155
Win Rate
46.18%
Pick Rate
1.04%

Varus the Arrow of Retribution Varus is a long-range poke marksman who dominates lanes by wearing down enemies before they can close the distance. He fills the artillery carry role, relying on charged shots and crowd control to dictate the flow of fights from safety. His signature pattern revolves around charging Piercing Arrow (Q) to snipe low-health targets or harass opponents under their tower. He stacks blight on enemies with basic attacks, then detonates those stacks with abilities for burst damage. This creates a rhythm: auto-attack, ability, auto-attack, ability. In ARAM: Mayhem, Varus becomes significantly more oppressive. The mode's accelerated pace and increased mana regeneration let him fire fully charged arrows almost on cooldown. His ultimate, Chain of Corruption, spreads faster in constant team fights, often triggering multiple chains in a single engagement. He transitions from a careful poker into a relentless siege engine that forces enemies to dodge or die. 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

Read counter details

Countered By

5

Jayce is countered by these champions in ARAM: Mayhem.

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

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

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

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

Zed Zed Zed T3
Tier
T3
Rank
#52
Win Rate
50.26%
Pick Rate
0.75%

Zed is a mobile AD assassin who looks for isolated or softened targets, marks them with his shadows, then snaps back out before the enemy team can punish him. His signature pattern is simple to understand: poke with shadow angles, wait for a key cooldown to miss, dive the carry, and use the return shadow to escape or dodge retaliation.In ARAM: Mayhem, Zed gets more chances to fight because teams clash constantly and targets are often already low. He is still not a frontliner, so patience matters. Use the chaos to hide your engage, punish squishy champions who step past their team, and avoid diving into layered crowd control unless you have a clear way back out. View champion guide

Diana Diana Diana T3
Tier
T3
Rank
#92
Win Rate
49.64%
Pick Rate
0.38%

Diana is an AP dive assassin-bruiser who wants to mark a target, dash in, and turn the fight with a close-range burst combo. She is best when she can enter after enemies have spent key crowd control, then pull multiple champions together and finish with her team’s damage. In ARAM: Mayhem, Diana’s job becomes more explosive but also riskier. The constant fighting gives her more chances to find multi-target engages, while augments can push her toward harder burst, stronger follow-up, or more durable brawling. She still has the same core rule: do not be the first champion to disappear into five enemies unless your team can instantly follow. Pick Diana when your team needs a decisive AP engager who can punish grouped enemies. Play around flanks, Snowball angles, and cooldown tracking. If the enemy keeps disengage or hard CC ready, wait it out, poke with your setup, then commit when their punish window is gone. View champion guide

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

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

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Jayce Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
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

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

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

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

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

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

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

Hecarim Hecarim Hecarim T2
Tier
T2
Rank
#51
Win Rate
51.43%
Pick Rate
0.39%

Hecarim is a fast melee diver who turns movement into threat. He wants to hit from an angle, crash into the backline, and keep fighting while enemies are displaced or forced to run. His basic pattern is simple: build speed, commit hard, sweep through targets, then use the chaos to either finish a carry or pull back before the enemy team can focus him down. In ARAM: Mayhem, Hecarim gets more chances to start fights because the map is narrow and teams group constantly. That also means bad engages get punished fast. Look for moments when an enemy carry steps too far forward, your team can follow, or Snowball gives you a clean entry. If you charge in alone with no backup, Hecarim can disappear before his sustain and disruption matter. Pick Hecarim when your team needs an aggressive frontliner who can force action instead of waiting forever. He is easiest to play when you track enemy crowd control, enter from the side, and keep moving after the first hit. In Mayhem, his best games feel relentless: one good engage breaks the formation, and Hecarim runs the fight down before the enemy team can reset. View champion guide

Zed Zed Zed T3
Tier
T3
Rank
#52
Win Rate
50.26%
Pick Rate
0.75%

Zed is a mobile AD assassin who looks for isolated or softened targets, marks them with his shadows, then snaps back out before the enemy team can punish him. His signature pattern is simple to understand: poke with shadow angles, wait for a key cooldown to miss, dive the carry, and use the return shadow to escape or dodge retaliation.In ARAM: Mayhem, Zed gets more chances to fight because teams clash constantly and targets are often already low. He is still not a frontliner, so patience matters. Use the chaos to hide your engage, punish squishy champions who step past their team, and avoid diving into layered crowd control unless you have a clear way back out. View champion guide

Top Synergy Partners Leona – The All-In Setup Synergy Mechanism: Leona provides the reliable lockdown Jayce lacks. Her Solar Flare and Zenith Blade hold enemies still, guaranteeing a full To the Skies! knockback plus a point-blank Shock Blast. Combo: Leona lands E or R. Jayce immediately swaps to Hammer form, jumps in with Q for the slow, and fires the Shock Blast point-blank. He then uses Hammer E to knock the target back into Leona’s passive proc range. Best Scenario: Catching a squishy target slightly out of position near the middle of the bridge. The burst usually deletes them before they can Flash. Enemy Answer: Quick Cleanse or QSS to break the stun, followed by a dash away. Tanky champions like Ornn can simply soak the combo. Failure Risk: Jayce dives too deep after Leona engages and gets isolated. Without his Hammer E disengage, he dies instantly. Recovery: Jayce must save his Hammer E strictly for disengage if the target survives. He should kite backward toward the tower while Leona tanks. Orianna – The Zone Control Duo Synergy Mechanism: Orianna’s ball placement synergizes perfectly with Jayce’s poke. She adds a shield to his engage and provides a massive follow-up crowd control zone. Combo: Jayce accelerates himself with Gate to catch a target. Orianna places the ball on him or the target and casts Command: Shockwave the moment Jayce lands his knockback, keeping enemies clustered for his AoE damage. Best Scenario: Team fights in the river or near enemy towers where the enemy groups up. The Shockwave sets up a multi-man Shock Blast. Enemy Answer: Fast assassins like Zed or Talon who can bypass the ball and dive the backline. High mobility makes the combo whiff. Failure Risk: Orianna misses her ultimate. Jayce is left in Hammer form with no cooldowns, standing in the middle of the enemy team. Recovery: Jayce flashes out or uses Hammer E to create space. Orianna uses her W speed boost to help him retreat. Nautilus – The Hook and Book Synergy Mechanism: Nautilus offers a hook that forces a target into Jayce’s kill zone. His R creates a knock-up chain that prevents the target from dodging Jayce’s skill shots. Combo: Nautilus hooks a target. Jayce fires a non-accelerated Shock Blast during the hook travel time, then swaps to Hammer for a Q-auto-E combo as the target arrives. Best Scenario: The enemy is hiding behind minions. Nautilus hooks through or around the wave, dragging a key target into Jayce’s range. Enemy Answer: Black Shield from Morgana or spell shields from Sivir. These block the hook entirely, wasting the setup. Failure Risk: Nautilus hooks a tank like Malphite or Rammus. Jayce blows his cooldowns on an unkillable target and gets engaged on in return. Recovery: Jayce should hold his Hammer E. If a tank engages, he knocks them back and resets the fight. Do not commit Hammer Q on a tank. Sona – The Sustain and Speed Engine Synergy Mechanism: Sona solves Jayce’s sustain issues in Mayhem. Her speed burst from E helps Jayce land accelerated Shock Blasts from awkward angles or escape bad engages. Combo: Jayce pokes the enemy down. When they engage, Sona uses her R to stun them. Jayce follows with his own Hammer E to peel or finish low-health targets. Best Scenario: A war of attrition. Jayce chips away at the enemy while Sona keeps his health topped up, forcing the enemy to back or engage at a disadvantage. Enemy Answer: Hard engage that bypasses Sona’s poke. Champions like Malphite or Hecarim can delete both Sona and Jayce before the sustain matters. Failure Risk: Sona gets caught. Jayce has no peel for her if he is already in Cannon form. She dies, and he loses his sustain. Recovery: Jayce must play closer to Sona than usual. If she gets hooked, he uses Hammer E immediately to save her, sacrificing his own escape tool. Yasuo – The Windwall Follow-Up Synergy Mechanism: Yasuo’s Windwall blocks enemy projectiles, allowing Jayce to poke safely. Yasuo’s knock-up sets up Jayce’s Hammer burst. Combo: Yasuo lands a tornado. He ults. Jayce positions under the target and uses Hammer Q to extend the airtime, then E to knock them back into his team. Best Scenario: Fighting against other poke comps. Windwall negates their damage, and Jayce’s Shock Blast goes through or around it to win the trade. Enemy Answer: Champions with non-projectile damage like Karthus or Swain. They ignore Windwall and force Yasuo and Jayce to play reactively. Failure Risk: Yasuo dives too deep. Jayce feels pressured to follow and overcommits, leaving both vulnerable. Recovery: Jayce should not follow Yasuo’s dive if it looks suicidal. He stays back, places a Gate for Yasuo to retreat through, and covers with ranged pokes. Team Functions Jayce Needs Most

Hard Engage: Jayce is a poker and disengager, not an initiator. He needs a tank or support like Leona, Nautilus, or Alistar to start fights so he can land free damage.

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

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

Ornn Ornn Ornn T3
Tier
T3
Rank
#85
Win Rate
49.54%
Pick Rate
0.57%

Ornn is a frontline tank who starts fights, soaks pressure, and turns narrow bridge space into a trap. His signature pattern is simple: slow the enemy approach, look for a knock-up angle, then punish anyone who stays too close after the engage. In ARAM: Mayhem, Ornn likes the constant brawling because teams group often and terrain pressure matters more. He is not a fast poke champion, so play around clean engages, follow-up crowd control, and durable builds that let you survive the first burst. If your team needs someone to walk forward first, Ornn is usually happy to take that job. View champion guide

Jayce Jayce Jayce T5
Tier
T5
Rank
#143
Win Rate
46.60%
Pick Rate
0.79%

Jayce the Defender of Tomorrow Jayce is a ranged AD caster who dominates lanes through poke, disengage, and burst. He swaps between a ranged Mercury Cannon for harassment and a melee Mercury Hammer for all-ins. In ARAM: Mayhem, his already strong poke becomes oppressive, and his disengage tools shine against constant engage attempts. He plays as a mid-range bully. You sit on the edge of fights, chunking targets with Shock Blast through Acceleration Gates, then swapping to hammer form to execute or peel. The play pattern is simple: poke until they're low, then dive. If they dive you, knock them back and reposition. Mayhem's faster pacing and increased resource generation let him spam abilities more freely. Gate cooldowns come up faster, letting him maintain speed buffs and damage amplification nearly permanently. His burst window is shorter, and his disengage is more reliable when fights start instantly and often. He fits best in poke or siege comps. He struggles against hard engage if he misses his knockback or gets burst down before swapping forms. Positioning matters more than mechanics—stay at max range, use Gate to zone or speed up allies, and only go melee when you have a clean kill or need to peel. View champion guide

Synergy Mechanism: Leona provides the reliable lockdown Jayce lacks. Her Solar Flare and Zenith Blade hold enemies still, guaranteeing a full To the Skies! knockback plus a point-blank Shock Blast. Combo: Leona lands E or R. Jayce immediately swaps to Hammer form, jumps in with Q for the slow, and fires the Shock Blast point-blank. He then uses Hammer E to knock the target back into Leona’s passive proc range. Best Scenario: Catching a squishy target slightly out of position near the middle of the bridge. The burst usually deletes them before they can Flash. Enemy Answer: Quick Cleanse or QSS to break the stun, followed by a dash away. Tanky champions like Ornn can simply soak the combo. Failure Risk: Jayce dives too deep after Leona engages and gets isolated. Without his Hammer E disengage, he dies instantly. Recovery: Jayce must save his Hammer E strictly for disengage if the target survives. He should kite backward toward the tower while Leona tanks.

Orianna – The Zone Control Duo

Zed Zed Zed T3
Tier
T3
Rank
#52
Win Rate
50.26%
Pick Rate
0.75%

Zed is a mobile AD assassin who looks for isolated or softened targets, marks them with his shadows, then snaps back out before the enemy team can punish him. His signature pattern is simple to understand: poke with shadow angles, wait for a key cooldown to miss, dive the carry, and use the return shadow to escape or dodge retaliation.In ARAM: Mayhem, Zed gets more chances to fight because teams clash constantly and targets are often already low. He is still not a frontliner, so patience matters. Use the chaos to hide your engage, punish squishy champions who step past their team, and avoid diving into layered crowd control unless you have a clear way back out. View champion guide

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

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

Talon Talon Talon T3
Tier
T3
Rank
#86
Win Rate
49.81%
Pick Rate
0.44%

Talon the Blade's Shadow Talon is a physical burst assassin who wants to appear from an angle, kill a fragile target fast, and leave before the enemy team can lock him down. His signature pattern is simple: look for a softened carry, enter from fog or terrain, dump damage in a short window, then use his mobility and stealth timing to escape or reposition. In ARAM: Mayhem, Talon plays more like a high-speed pick threat than a slow flanker. Fights start often, targets are usually grouped, and random power spikes can make both his burst and his risk much sharper. He is easy to understand but punishing to mistime: go in after key crowd control is used, not when the whole enemy team is still waiting to peel. View champion guide

Jayce Jayce Jayce T5
Tier
T5
Rank
#143
Win Rate
46.60%
Pick Rate
0.79%

Jayce the Defender of Tomorrow Jayce is a ranged AD caster who dominates lanes through poke, disengage, and burst. He swaps between a ranged Mercury Cannon for harassment and a melee Mercury Hammer for all-ins. In ARAM: Mayhem, his already strong poke becomes oppressive, and his disengage tools shine against constant engage attempts. He plays as a mid-range bully. You sit on the edge of fights, chunking targets with Shock Blast through Acceleration Gates, then swapping to hammer form to execute or peel. The play pattern is simple: poke until they're low, then dive. If they dive you, knock them back and reposition. Mayhem's faster pacing and increased resource generation let him spam abilities more freely. Gate cooldowns come up faster, letting him maintain speed buffs and damage amplification nearly permanently. His burst window is shorter, and his disengage is more reliable when fights start instantly and often. He fits best in poke or siege comps. He struggles against hard engage if he misses his knockback or gets burst down before swapping forms. Positioning matters more than mechanics—stay at max range, use Gate to zone or speed up allies, and only go melee when you have a clean kill or need to peel. View champion guide

Synergy Mechanism: Orianna’s ball placement synergizes perfectly with Jayce’s poke. She adds a shield to his engage and provides a massive follow-up crowd control zone. Combo: Jayce accelerates himself with Gate to catch a target. Orianna places the ball on him or the target and casts Command: Shockwave the moment Jayce lands his knockback, keeping enemies clustered for his AoE damage. Best Scenario: Team fights in the river or near enemy towers where the enemy groups up. The Shockwave sets up a multi-man Shock Blast. Enemy Answer: Fast assassins like Zed or Talon who can bypass the ball and dive the backline. High mobility makes the combo whiff. Failure Risk: Orianna misses her ultimate. Jayce is left in Hammer form with no cooldowns, standing in the middle of the enemy team. Recovery: Jayce flashes out or uses Hammer E to create space. Orianna uses her W speed boost to help him retreat.

Nautilus – The Hook and Book

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

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

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

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

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

Rammus Rammus Rammus T3
Tier
T3
Rank
#101
Win Rate
49.44%
Pick Rate
0.37%

Rammus is a tanky engage champion who turns armor and momentum into pressure. He wants to roll in, force a bad fight, and punish enemies that rely on basic attacks. His signature pattern is simple: find an angle, start the fight with speed, lock down a key target, then survive long enough for his team to collapse. In ARAM: Mayhem, Rammus benefits from the constant fighting and narrow lane, because enemies have less room to dodge his approach or ignore his engage. He is easy to understand but still needs timing. If he rolls in before allies can follow, he gets kited and burned down. If he waits for a clumped enemy, a missed skill, or a carry stepping too far forward, he can start a fight that is very hard to reset. View champion guide

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

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

Jayce Jayce Jayce T5
Tier
T5
Rank
#143
Win Rate
46.60%
Pick Rate
0.79%

Jayce the Defender of Tomorrow Jayce is a ranged AD caster who dominates lanes through poke, disengage, and burst. He swaps between a ranged Mercury Cannon for harassment and a melee Mercury Hammer for all-ins. In ARAM: Mayhem, his already strong poke becomes oppressive, and his disengage tools shine against constant engage attempts. He plays as a mid-range bully. You sit on the edge of fights, chunking targets with Shock Blast through Acceleration Gates, then swapping to hammer form to execute or peel. The play pattern is simple: poke until they're low, then dive. If they dive you, knock them back and reposition. Mayhem's faster pacing and increased resource generation let him spam abilities more freely. Gate cooldowns come up faster, letting him maintain speed buffs and damage amplification nearly permanently. His burst window is shorter, and his disengage is more reliable when fights start instantly and often. He fits best in poke or siege comps. He struggles against hard engage if he misses his knockback or gets burst down before swapping forms. Positioning matters more than mechanics—stay at max range, use Gate to zone or speed up allies, and only go melee when you have a clean kill or need to peel. View champion guide

Synergy Mechanism: Nautilus offers a hook that forces a target into Jayce’s kill zone. His R creates a knock-up chain that prevents the target from dodging Jayce’s skill shots. Combo: Nautilus hooks a target. Jayce fires a non-accelerated Shock Blast during the hook travel time, then swaps to Hammer for a Q-auto-E combo as the target arrives. Best Scenario: The enemy is hiding behind minions. Nautilus hooks through or around the wave, dragging a key target into Jayce’s range. Enemy Answer: Black Shield from Morgana or spell shields from Sivir. These block the hook entirely, wasting the setup. Failure Risk: Nautilus hooks a tank like Malphite or Rammus. Jayce blows his cooldowns on an unkillable target and gets engaged on in return. Recovery: Jayce should hold his Hammer E. If a tank engages, he knocks them back and resets the fight. Do not commit Hammer Q on a tank.

Sona – The Sustain and Speed Engine

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

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

Hecarim Hecarim Hecarim T2
Tier
T2
Rank
#51
Win Rate
51.43%
Pick Rate
0.39%

Hecarim is a fast melee diver who turns movement into threat. He wants to hit from an angle, crash into the backline, and keep fighting while enemies are displaced or forced to run. His basic pattern is simple: build speed, commit hard, sweep through targets, then use the chaos to either finish a carry or pull back before the enemy team can focus him down. In ARAM: Mayhem, Hecarim gets more chances to start fights because the map is narrow and teams group constantly. That also means bad engages get punished fast. Look for moments when an enemy carry steps too far forward, your team can follow, or Snowball gives you a clean entry. If you charge in alone with no backup, Hecarim can disappear before his sustain and disruption matter. Pick Hecarim when your team needs an aggressive frontliner who can force action instead of waiting forever. He is easiest to play when you track enemy crowd control, enter from the side, and keep moving after the first hit. In Mayhem, his best games feel relentless: one good engage breaks the formation, and Hecarim runs the fight down before the enemy team can reset. View champion guide

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

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

Jayce Jayce Jayce T5
Tier
T5
Rank
#143
Win Rate
46.60%
Pick Rate
0.79%

Jayce the Defender of Tomorrow Jayce is a ranged AD caster who dominates lanes through poke, disengage, and burst. He swaps between a ranged Mercury Cannon for harassment and a melee Mercury Hammer for all-ins. In ARAM: Mayhem, his already strong poke becomes oppressive, and his disengage tools shine against constant engage attempts. He plays as a mid-range bully. You sit on the edge of fights, chunking targets with Shock Blast through Acceleration Gates, then swapping to hammer form to execute or peel. The play pattern is simple: poke until they're low, then dive. If they dive you, knock them back and reposition. Mayhem's faster pacing and increased resource generation let him spam abilities more freely. Gate cooldowns come up faster, letting him maintain speed buffs and damage amplification nearly permanently. His burst window is shorter, and his disengage is more reliable when fights start instantly and often. He fits best in poke or siege comps. He struggles against hard engage if he misses his knockback or gets burst down before swapping forms. Positioning matters more than mechanics—stay at max range, use Gate to zone or speed up allies, and only go melee when you have a clean kill or need to peel. View champion guide

Synergy Mechanism: Sona solves Jayce’s sustain issues in Mayhem. Her speed burst from E helps Jayce land accelerated Shock Blasts from awkward angles or escape bad engages. Combo: Jayce pokes the enemy down. When they engage, Sona uses her R to stun them. Jayce follows with his own Hammer E to peel or finish low-health targets. Best Scenario: A war of attrition. Jayce chips away at the enemy while Sona keeps his health topped up, forcing the enemy to back or engage at a disadvantage. Enemy Answer: Hard engage that bypasses Sona’s poke. Champions like Malphite or Hecarim can delete both Sona and Jayce before the sustain matters. Failure Risk: Sona gets caught. Jayce has no peel for her if he is already in Cannon form. She dies, and he loses his sustain. Recovery: Jayce must play closer to Sona than usual. If she gets hooked, he uses Hammer E immediately to save her, sacrificing his own escape tool.

Yasuo – The Windwall Follow-Up

Jayce ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Form PriorityHammer form is mostly a defensive tool or a last-hit mechanic used only when enemies dive you or targets are low.Hammer form becomes a primary damage source rather than a backup plan, allowing you to brawl and force enemies off the wave.Treat Hammer stance as a main weapon, not just a panic button.
Skill TempoYou fire Shock Blasts, wait for cooldowns, and play a passive rhythm focused on maximizing long-range nuke frequency.Downtime is almost non-existent; you poke then immediately look for Hammer form follow-up instead of backing off.Chain ranged poke directly into melee all-ins without pausing.
Snowball UsageMark/Dash is a panic button used to escape bad engages or catch low-HP enemies because dying is too costly.Snowball becomes a legitimate engage option to start fights, letting you dive and trade your life for enemy kills.Use Snowball to initiate aggressive dives rather than just surviving.
Build LogicLocked into a rigid path of Manamune into full penetration or lethality for sustain and damage.Augments can invalidate standard logic; you might skip Manamune entirely for raw damage or attack speed spikes.Adapt your build to augments instead of defaulting to Manamune.
Death RiskA death means a long respawn timer and a lost wave, so you play safe to protect your tower.Short death timers let you respawn before enemies push to your inhibitor, encouraging aggressive trades and dives.Trade your life for enemy kills; the respawn penalty is minimal.

Champion Analysis

Role / Current performance

Overview

Jayce the Defender of Tomorrow operates in Hextech Mayhem as a versatile fighter defined by his unique ranged/melee form switching and powerful burst capabilities. The dramatically reduced cooldowns in this mode allow him to switch between hammer and cannon forms with unprecedented frequency, making him exceptionally adaptable to any combat situation. His core role centers on "ranged poke + melee burst + flexible switching," giving him tools to handle multiple engagement ranges and combat scenarios. In cannon form, Jayce delivers sustained ranged poke through Shock Blast, which fires an energy orb for consistent harassment. His Hyper Charge grants attack speed for rapid damage output, while Acceleration Gate supercharges his Shock Blast to dramatically increase both its range and damage. The EQ combo represents his core poke tool in Hextech Mayhem, allowing him to threaten enemies from significant distance. This ranged kit enables Jayce to soften targets before committing to closer engagements or to safely contribute damage from the backline. When switching to hammer form, Jayce gains access to To the Skies!, a leap ability that serves as his primary gap-closer and deals AoE damage upon arrival. Lightning Field creates an electric zone for sustained AoE damage in melee range, while Mercury Hammer switches him to hammer form and knocks back nearby enemies, providing both offensive initiation and defensive disengage options. His R ability, Transform, functions as his core skill, enabling free switching between forms with frequent use that allows flexible adaptation to shifting fight conditions. Jayce's strategic value lies in his ability to seamlessly transition between poke patterns and all-in burst depending on the situation. He can wear down opponents from range with accelerated Shock Blasts before leaping in with hammer form to finish targets. The knockback from his hammer form switch provides safety against divers, while his gap-closer lets him pursue fleeing enemies or reach priority backline targets. This flexibility makes him effective across various phases of skirmishes, from initial poke exchanges to close-range burst conclusions. His form-switching frequency in Hextech Mayhem transforms him into one of the mode's most versatile fighters, capable of filling multiple roles within a single engagement.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Jayce the Defender of Tomorrow excels in Mayhem by functioning as a siege engine that leverages the narrow Howling Abyss bridge to land difficult-to-dodge Shock Blasts. With cooldowns dropping rapidly in this mode, Cannon stance becomes the default position. Acceleration Gate should be used liberally rather than saved for perfect shots, as the mana cost is low and the cooldown is short. Gate-boosted projectiles leave enemies with almost no reaction time, forcing them to respect the zone. The primary kill setup involves switching to Hammer stance, using To the Skies to leap in, and immediately following with Thundering Blow to knock the enemy back toward your team. This creates a 2-second window of displacement and burst damage. Staying in Hammer stance too long is a mistake; after the combo, switch back to Cannon to disengage or continue sieging. Survival against hard engage depends on saving Hammer stance E specifically for when enemies close the gap. Using it for damage while overextended is fatal. When dove under tower, the stance switch provides bonus resistances, and the knockback keeps divers in tower range longer. Never attempt to out-trade a diver in Cannon stance at melee range. Spacing is critical on the tight bridge. Jayce should stay on the periphery, far enough back that enemies must burn Flash or major cooldowns to reach him. Side bushes break line of sight, removing the enemy's ability to see Shock Blast wind-up. Face-checkers get punished with the melee combo. Target priority focuses on whoever leads the enemy push, particularly squishies and backline supports. Shock Blast deals physical damage through the wave, chipping down targets while last-hitting. Tanks stacking armor should be ignored in favor of squishies. Snowball is a trap if used for engagement. Jayce is not a frontliner and will be burst down before switching stances. Use Mark-Dash only for cleanup on retreating low enemies or as a last-ditch escape to a minion near your tower. Jayce's six abilities plus stance switch make him exceptional at triggering on-ability-cast augments. Rapid-fire ability chains keep these buffs active constantly. Lethality or penetration augments transform Cannon Q into a sniper rifle capable of one-shotting low-health targets from across the screen. Wave control should keep minions fighting just outside tower range or at the bridge center for safe poking. Hard push after kills using Cannon W to reset the lane. When retreating, place Acceleration Gate behind allies to speed their escape. Diving is risky and requires blown enemy cooldowns; Hammer stance resistances help tank tower shots, but hard CC under tower is fatal. When behind, abandon the melee combo entirely and adopt a pure siege mindset. Stay in Cannon stance 90% of the time, using gate to speed retreating teammates and Shock Blast to clear waves before they reach tower. Stall for enemy positional errors rather than chasing kills.

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Playstyle Guide

Playstyle / Team structure

Play guide

Jayce the Defender of Tomorrow approaches Mayhem fights as a poke and disengage specialist who controls lanes through sustained pressure rather than direct engagement. In the early stage, Jayce should start in Cannon form near the front of the wave and land Shock Blasts through the Acceleration Gate when minions clash. This forces enemies off the wave and creates early pressure. If enemies hide behind minions, the gate can shove the wave into their tower to chip the structure. Positioning just behind melee minions is critical, as overextending for poke against enemies with hard engage can result in catches that burn Snowball or force bad backs. Snowball should be held as an escape tool or finisher, never used to engage unless the enemy is below 30% HP and isolated. If a Snowball lands, the combo involves dashing in, popping Hyper Charge in Hammer form for burst, knocking the enemy back with Thundering Blow, and disengaging. During the mid stage, Jayce should group with the team but avoid the front line. The Acceleration Gate cooldown establishes the fight rhythm—poke when it is available, reposition when it is down. Hyper Charge becomes more useful for shredding towers and objectives. When the team secures kills or forces retreats, switching to Hammer form provides a speed boost from the passive to run down the lane and damage structures. Snowball transforms into a key disengage tool against assassins or bruisers, or a chase mechanism for low-HP targets surviving poke combos. In the late stage, Jayce stays in the back line and functions as a siege engine. The primary job is softening the enemy front line with Shock Blasts and preventing divers from reaching carries. Hammer form should only be used when cleaning up fights or peeling. When fights break out, the Acceleration Gate can speed up the frontline or slow enemy approaches, turning chaotic engages into controlled retreats. Thundering Blow should be saved for the moment a bruiser or assassin commits. Snowball serves as an emergency repositioning button if flanked, though using it to finish exposed enemy back lines with a Hammer combo is risky. Hyper Charge melts towers and inhibitors during sieges. When ahead, Jayce sieges inhibitor towers and pokes enemies off objectives. When behind, Cannon form clears waves before they reach inhibitors, and Thundering Blow knocks enemies away from structures. The game closes with Hyper Charge on the nexus if enemies are down, or reset and preparation for final defense after lost fights.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Jayce the Defender of Tomorrow transforms from a poker into a siege engine when securing an early gold lead. The trigger condition for this ahead state is having enough damage to kill a squishy target with a full Acceleration Gate combo. At this point, passive tower play ends. Jayce moves forward with the team, using Transform: Mercury Cannon ranged wave clear to shove enemies under their own tower. The primary action becomes creating an unplayable poke environment by placing the Acceleration Gate slightly in front of the enemy frontline and firing Shock Blasts through it. Enemies without sustain or with an out-of-mana healer cannot walk up to farm, forcing them to choose between losing tower plates and dying to a burst combo. When a gated Shock Blast drops enemy HP below 60%, Jayce can Snowball in, switch to Hammer stance, and use To the Skies! to gap close, followed by Thundering Blow to knock the target into the team. This deletes a target and resets the push, often taking the inhibitor tower before enemies respawn. Poke-focused augments like Perfected Hexcore or cooldown reduction options amplify this lead significantly by eliminating the weakness of long cooldowns on the Gate. However, greed for pentakills by diving deep into the enemy fountain risks getting caught by crowd control. Dying loses siege pressure and allows enemies to clear the wave and reset. Throws are avoided by respecting enemy disengage. Even when ahead, if enemies have hard engage champions like Malphite or Leona waiting, Jayce holds Flash and Snowball, pokes them down first, and makes them desperate to engage before punishing with Hammer stance disengage. Face-checking bushes with a lead is fatal, as damage is useless if burst down before switching stances. When behind, conditions shift to realizing Shock Blast no longer threatens enemy HP bars or getting deleted upon entering Hammer range. Jayce abandons the main carry role and shifts to utility and peel. The action plan changes from siege to counter-engage. Jayce stays primarily in Cannon stance, using the Gate to speed up actual carries or help the tank engage. When enemy divers jump on the backline, Jayce switches to Hammer stance and uses Thundering Blow to knock the threat away. Saving teammates is worth more than chasing kills. The specific response to enemy assassins or bruisers committing to a dive involves waiting for them to burn their gap-closer, then using Hammer jump for the slow followed immediately by Thundering Blow to create distance. This denies the enemy a kill and allows the team to turn the fight while the diver is isolated. Defensive augments like Resolve or shields allow closer frontline play as a secondary tank for brief moments. Hammer stance passive regenerates mana and health when safe near the tower after clearing the wave, but walking up to auto-attack minions for mana against hooks from Blitzcrank or Thresh is fatal. Respecting the all-in threat is critical when behind. Every missed Shock Blast signals enemies to engage. If the Gate is down, play back. Forcing Hammer stance all-ins to turn the tides without massive enemy positioning errors results in instant death and leaves the team with no damage. After losing a tower, grouping tight is essential. Split pushing while behind ends games, as Jayce cannot escape ganks without cooldowns. Itemization adjustments matter: against heavy magic damage, stopping pure damage builds for a Hexdrinker or early defensive component ensures surviving initial burst to get Thundering Blow off. Staying alive to provide one slow and one knockback is more valuable than dying with an unused full damage build.

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Champion Background

Lore / Identity / Text block

Background copy

Jayce the Defender of Tomorrow operates as a stance-dancing hybrid who transitions between ranged poke pressure and melee all-in execution. His core identity in ARAM: Mayhem centers on managing the Mercury Hammer and Mercury Cannon forms to control engagement range and punish enemy positioning. Unlike traditional champions with a single combat pattern, Jayce requires clear intent before each stance swap, as the six-second cooldown between transformations creates significant vulnerability windows if misused. The Hextech Capacitator passive grants a movement speed burst on every stance swap, serving as Jayce's primary kiting and repositioning tool in the amplified Mayhem environment. This speed allows him to sidestep incoming Snowballs and crowd control after firing long-range shots, but enemies can predict his movement direction the moment he swaps. Swapping to Hammer form for the speed burst sacrifices ranged pressure and the disengage gate, making him vulnerable to hard engage if caught. Shock Blast in ranged form and To the Skies! in Hammer form function as Jayce's primary damage tools. The ranged linear skillshot becomes devastating when fired through Acceleration Gate, gaining massive range and increased damage in a wider area. The classic Mayhem combo deploys the gate first to ensure the blast picks up the speed and damage buff. Hammer Q serves as a targeted leap that slows enemies, enabling stick-to-target follow-up after ranged burst. Missing ranged Q removes pressure for several seconds, giving enemies a window to engage, while whiffing Hammer Q leaves Jayce stranded in melee range with no escape. Hyper Charge grants maximum attack speed for three instant attacks in ranged form, serving as Jayce's primary structure-killing and burst tool. Lightning Field in Hammer stance creates an area-denial aura that shreds nearby enemies while passively restoring mana on Hammer strikes. Using Hyper Charge while crowd-controlled or out of range wastes the buff duration, and firing it into high-armor tanks instead of squishy targets wastes the best burst window. Acceleration Gate acts as the force multiplier for ranged Q while providing team-wide utility by accelerating allied projectiles and units. Thundering Blow delivers a point-blank knockback that serves as Jayce's disengage and peel tool against divers and assassins. Using Hammer E on a tank with no kill pressure leaves no way to peel assassins diving the backline, and placing the Gate backward or missing the Q interaction loses primary zoning capability. The transformation ultimate provides defensive stats in Hammer form and armor shred on the first Cannon hit, making stance selection critical for survival. Swapping to Hammer mid-fight helps survive lethal burst through bonus resistances, while swapping to Cannon when an assassin jumps removes defensive stats and knockback, creating an easy target. Jayce must always respect the swap cooldown and maintain clear strategic intent before each transformation.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Jayce the Defender of Tomorrow is a poke-heavy hybrid damage dealer in Mayhem whose effectiveness collapses rapidly when players mistake him for a burst assassin or front-line bruiser. The mode's accelerated pacing means that a single bad all-in or missed Shock Blast often results in quick death, making proper decision-making and mechanical execution critical to success. The most fundamental mechanical errors involve stance mismanagement. Firing Shock Blast while in Hammer stance or forgetting to switch before fighting leaves Jayce dealing zero ranged damage and losing the bonus armor and resistances from Mercury Form exactly when they are needed. Players should build the habit of glancing at their weapon model before engaging and start every poke rotation in Cannon stance. If caught in the wrong stance, using Hammer E to create distance and switching to Cannon is preferable to chasing for damage. Firing unaccelerated Shock Blasts from long range results in easily dodged projectiles, wasted mana and cooldown time, and vulnerability during the cooldown window. Players should always place Acceleration Gate before firing Q to speed up the blast, increase damage, and widen the hit zone. If a naked Q misses, backing off immediately is essential since Jayce cannot threaten enemies while his main damage tool is down. Using Hammer Q to jump into the enemy team without a follow-up plan lands Jayce in the middle of five enemies with no escape, leading to quick death before he can switch stances. Hammer Q should be saved for finishing low-HP targets or peeling divers who are already on top of him. Using it to gap-close is only acceptable with Snowball available or when the team is positioned to follow up. Wasting Hammer E on a full-health target at the start of a fight knocks the enemy to safety, ruins chain crowd control opportunities, and removes Jayce's only disengage tool. This ability should be saved for peeling assassins off the backline, executing fleeing low-health enemies, or interrupting channels and dashes. Decision mistakes include staying in Hammer stance for extended periods, which results in unnecessary chip damage and getting poked out of fights due to Jayce's poor sustain. Players should remain primarily in Cannon stance, switching to Hammer only for quick trades, finishes, or knocking away threats. Using Snowball offensively to engage the enemy backline leaves Jayce isolated and unable to survive focus fire. Snowball works better as a gap-closer for isolated targets or as an escape tool. Building pure lethality against teams with three or more tanks or bruisers results in poke damage mitigated by armor, making Jayce irrelevant in mid-to-late stages. Adapting the build with Black Cleaver or Last Whisper items early helps shred armor for the team. Ignoring team engage signals while continuing to poke a full-health enemy leaves the initiator dying alone, turning the fight into a disadvantageous situation. Standing still to auto-attack in Cannon stance makes Jayce an easy target for skill shots, hooks, and divers. Constant kiting, using movement speed from the passive and Gate to reposition between attacks, keeps enemies chasing through the poke zone. Jayce in Mayhem lives and dies by his spacing, and players who miss their accelerated Q should stop fighting and reset rather than forcing unfavorable engagements.

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FAQ

Jayce

FAQ

Is Jayce strong in ARAM: Mayhem? He is a top-tier poke champion because Mayhem's accelerated pace lets him spam Acceleration Gates on cooldown. You get to the late-game power spike much faster than in Summoner's Rift. The tradeoff is that everyone else also gets their powers faster, so one bad engage kills you. Which starting augment should I pick? Prioritize ability haste or raw attack damage to fuel your ranged poke. If you see a heavy engage composition on the enemy team, a defensive option that grants tenacity or a small shield can save you from inevitable all-ins. Pure damage is greedy and works best when your team has plenty of peel. What is the best skill order? Max R first to unlock the full potential of your transformation stance, then focus on Q for the Shocking Blast damage. Putting points into E lets you fire more Acceleration Gates, which lowers your Q cooldown when the projectile passes through. W is useful for burst but offers less map control than your gate.

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