ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T4 Rank #115

Quinn ARAM Mayhem Build & Best Augments

Quinn role and playstyle: baseline role is AD marksman, with a core identity built around transform-based fighting. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Key ARAM traits include 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: Execution varies by matchup, but positioning and cooldown discipline remain important. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Quinn Quinn Demacia's Wings Marksman / Assassin
TierT4
Rank#115
Win Rate47.26%
Pick Rate0.42%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate50.30%
Pick Rate16.45%
#2
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate55.38%
Pick Rate9.60%
#3
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

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

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

+25% Attack Speed +45 Move Speed

Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.

Win Rate54.67%
Pick Rate7.39%

Situational itemstop 12

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

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

50.59%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.

49.58%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

51.31%
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

50.10%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

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

53.24%
Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.

48.66%
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.

52.25%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

45.64%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

51.36%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

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

54.58%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

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

47.64%
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.

44.71%

Starting items

Scout's Slingshot Scout's Slingshot Scout's Slingshot
Total Price
600
Price
100

+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.

49.64%
Rectrix Rectrix Rectrix
Total Price
775
Price
425

+15 Attack Damage +4% Move Speed

49.64%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

47.50%
Hearthbound Axe Hearthbound Axe Hearthbound Axe
Total Price
1,200
Price
250

+20 Attack Damage +20% Attack Speed

47.50%
Hearthbound Axe Hearthbound Axe Hearthbound Axe
Total Price
1,200
Price
250

+20 Attack Damage +20% Attack Speed

50.01%

Core items

#1
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate51.64%
Pick Rate22.90%
#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.

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate50.00%
Pick Rate8.03%
#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.

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

+25% Attack Speed +45 Move Speed

Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

Win Rate52.05%
Pick Rate4.68%

Situational itemstop 12

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

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

51.11%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

51.09%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

51.65%
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

51.40%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

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

52.29%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

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

51.93%
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.

51.13%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

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

51.12%
Rapid Firecannon Rapid Firecannon Rapid Firecannon
Total Price
2,650
Price
850

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

50.06%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

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

48.91%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

52.00%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.

49.97%

Starting items

Scout's Slingshot Scout's Slingshot Scout's Slingshot
Total Price
600
Price
100

+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.

51.94%
Rectrix Rectrix Rectrix
Total Price
775
Price
425

+15 Attack Damage +4% Move Speed

51.94%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

50.89%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

50.89%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

52.99%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

52.99%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

52.99%

Core items

#1
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate51.65%
Pick Rate22.01%
#2
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate45.17%
Pick Rate16.31%
#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.

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

+25% Attack Speed +45 Move Speed

Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

Win Rate45.22%
Pick Rate4.76%

Situational itemstop 12

Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

48.81%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

48.04%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

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

49.37%
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.

46.32%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

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

49.26%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

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

54.12%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

52.20%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.

45.19%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

48.79%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

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

44.64%
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.

47.18%
Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.

49.08%

Starting items

Scout's Slingshot Scout's Slingshot Scout's Slingshot
Total Price
600
Price
100

+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.

49.80%
Rectrix Rectrix Rectrix
Total Price
775
Price
425

+15 Attack Damage +4% Move Speed

49.80%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

44.12%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

44.12%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

38.10%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

38.10%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

38.10%

Core items

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

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

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

+25% Attack Speed +45 Move Speed

Voltaic Cyclosword Voltaic Cyclosword Voltaic Cyclosword
Total Price
3,000
Price
963

+55 Attack Damage 10 Lethality +10 Ability Haste Galvanize Damaging an Enemy Champions with an ability triggers Energized if it is ready. Firmament Your Energized Attack deals % target's Current Health as bonus physical damage and grants you bonus Lethality for 4 seconds.

Win Rate51.50%
Pick Rate29.85%
#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.

Voltaic Cyclosword Voltaic Cyclosword Voltaic Cyclosword
Total Price
3,000
Price
963

+55 Attack Damage 10 Lethality +10 Ability Haste Galvanize Damaging an Enemy Champions with an ability triggers Energized if it is ready. Firmament Your Energized Attack deals % target's Current Health as bonus physical damage and grants you bonus Lethality for 4 seconds.

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

+25% Attack Speed +45 Move Speed

Win Rate63.80%
Pick Rate6.65%
#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.

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate52.42%
Pick Rate5.06%

Situational itemstop 12

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

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

51.57%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

51.22%
Voltaic Cyclosword Voltaic Cyclosword Voltaic Cyclosword
Total Price
3,000
Price
963

+55 Attack Damage 10 Lethality +10 Ability Haste Galvanize Damaging an Enemy Champions with an ability triggers Energized if it is ready. Firmament Your Energized Attack deals % target's Current Health as bonus physical damage and grants you bonus Lethality for 4 seconds.

52.26%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

52.54%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

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

54.12%
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.

53.13%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

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

52.01%
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

52.67%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

49.40%
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.

48.37%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

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

47.21%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

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

53.89%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

52.58%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

52.58%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

52.28%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

52.28%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

52.28%
Scout's Slingshot Scout's Slingshot Scout's Slingshot
Total Price
600
Price
100

+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.

50.61%
Rectrix Rectrix Rectrix
Total Price
775
Price
425

+15 Attack Damage +4% Move Speed

50.61%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
53.83%
Pick Rate
5.56%
Games
496

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

View augment details
GoldT153.83%5.56%496
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
53.30%
Pick Rate
7.83%
Games
698

Gain 15% omnivamp .

View augment details
SilverT153.30%7.83%698
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
52.80%
Pick Rate
10.03%
Games
894

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
SilverT152.80%10.03%894
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
52.56%
Pick Rate
11.16%
Games
995

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

View augment details
GoldT152.56%11.16%995
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.71%
Pick Rate
12.10%
Games
1,079

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
PrismaticT151.71%12.10%1,079
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
50.79%
Pick Rate
26.35%
Games
2,349

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
GoldT150.79%26.35%2,349
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.51%
Pick Rate
8.73%
Games
778

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
PrismaticT150.51%8.73%778
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.39%
Pick Rate
12.80%
Games
1,141

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

View augment details
PrismaticT150.39%12.80%1,141
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
50.36%
Pick Rate
4.65%
Games
415

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

View augment details
GoldT150.36%4.65%415
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
50.00%
Pick Rate
4.64%
Games
414

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
GoldT150.00%4.64%414
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.80%
Pick Rate
8.31%
Games
741

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
PrismaticT149.80%8.31%741
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
49.37%
Pick Rate
15.17%
Games
1,353

Grants 60% bonus attack speed .

View augment details
SilverT149.37%15.17%1,353
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
49.08%
Pick Rate
6.72%
Games
599

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

View augment details
GoldT149.08%6.72%599
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
48.86%
Pick Rate
8.38%
Games
747

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
GoldT148.86%8.38%747
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
48.64%
Pick Rate
14.41%
Games
1,285

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
GoldT148.64%14.41%1,285
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
48.44%
Pick Rate
6.46%
Games
576

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
GoldT148.44%6.46%576
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
48.31%
Pick Rate
4.99%
Games
445

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

View augment details
GoldT148.31%4.99%445
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
48.17%
Pick Rate
13.76%
Games
1,227

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
SilverT148.17%13.76%1,227
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
47.84%
Pick Rate
15.33%
Games
1,367

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

View augment details
SilverT147.84%15.33%1,367
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
47.81%
Pick Rate
16.61%
Games
1,481

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT147.81%16.61%1,481
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
47.21%
Pick Rate
7.44%
Games
663

Grants 18% armor penetration and magic penetration .

View augment details
GoldT147.21%7.44%663
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
46.64%
Pick Rate
9.52%
Games
849

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT146.64%9.52%849
Critical Rhythm Critical Rhythm Critical Rhythm Gold
Rarity
Gold
Tier
T1
Win Rate
46.51%
Pick Rate
18.66%
Games
1,664

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
GoldT146.51%18.66%1,664
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
45.67%
Pick Rate
6.73%
Games
600

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

View augment details
GoldT145.67%6.73%600
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
44.57%
Pick Rate
6.92%
Games
617

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT144.57%6.92%617
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
42.84%
Pick Rate
9.32%
Games
831

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
GoldT142.84%9.32%831
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
57.84%
Pick Rate
1.14%
Games
102

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

View augment details
SilverT257.84%1.14%102
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
57.60%
Pick Rate
1.40%
Games
125

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
SilverT257.60%1.40%125
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
56.78%
Pick Rate
1.32%
Games
118

Gain 2 Stat Anvils .

View augment details
SilverT256.78%1.32%118
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
56.73%
Pick Rate
1.17%
Games
104

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

View augment details
PrismaticT256.73%1.17%104
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
54.10%
Pick Rate
1.37%
Games
122

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
SilverT254.10%1.37%122
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
53.29%
Pick Rate
1.70%
Games
152

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
GoldT253.29%1.70%152
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
53.27%
Pick Rate
2.40%
Games
214

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

View augment details
GoldT253.27%2.40%214
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
51.80%
Pick Rate
2.49%
Games
222

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

View augment details
SilverT251.80%2.49%222
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
51.69%
Pick Rate
1.32%
Games
118

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT251.69%1.32%118
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.11%
Pick Rate
1.01%
Games
90

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
PrismaticT251.11%1.01%90
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.06%
Pick Rate
1.05%
Games
94

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
PrismaticT251.06%1.05%94
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
50.90%
Pick Rate
3.11%
Games
277

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

View augment details
SilverT250.90%3.11%277
Draw Your Sword Draw Your Sword Draw Your Sword Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.21%
Pick Rate
2.70%
Games
241

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

View augment details
PrismaticT250.21%2.70%241
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
49.81%
Pick Rate
2.90%
Games
259

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
GoldT249.81%2.90%259
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
49.68%
Pick Rate
1.76%
Games
157

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
GoldT249.68%1.76%157
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.84%
Pick Rate
4.34%
Games
387

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

View augment details
PrismaticT248.84%4.34%387
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
48.60%
Pick Rate
2.40%
Games
214

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

View augment details
PrismaticT248.60%2.40%214
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
48.35%
Pick Rate
2.04%
Games
182

Increases attack damage by 20% .

View augment details
SilverT248.35%2.04%182
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
47.87%
Pick Rate
2.37%
Games
211

Gain 1750 upon acquiring this augment.

View augment details
GoldT247.87%2.37%211
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
47.25%
Pick Rate
1.02%
Games
91

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

View augment details
SilverT247.25%1.02%91
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
46.48%
Pick Rate
1.59%
Games
142

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

View augment details
GoldT246.48%1.59%142
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.35%
Pick Rate
3.99%
Games
356

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT246.35%3.99%356
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
46.29%
Pick Rate
1.96%
Games
175

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
GoldT246.29%1.96%175
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
45.97%
Pick Rate
2.37%
Games
211

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
GoldT245.97%2.37%211
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
45.88%
Pick Rate
2.86%
Games
255

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
GoldT245.88%2.86%255
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
44.90%
Pick Rate
1.10%
Games
98

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

View augment details
GoldT244.90%1.10%98
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
44.35%
Pick Rate
1.39%
Games
124

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
PrismaticT244.35%1.39%124
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
43.40%
Pick Rate
3.23%
Games
288

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

View augment details
PrismaticT243.40%3.23%288
ReEnergize ReEnergize ReEnergize Silver
Rarity
Silver
Tier
T5
Win Rate
42.82%
Pick Rate
4.22%
Games
376

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

View augment details
SilverT242.82%4.22%376
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
41.76%
Pick Rate
1.02%
Games
91

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
GoldT241.76%1.02%91
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
41.44%
Pick Rate
2.95%
Games
263

Grants 50% critical strike chance .

View augment details
GoldT241.44%2.95%263
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
36.94%
Pick Rate
1.76%
Games
157

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
GoldT236.94%1.76%157
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
36.08%
Pick Rate
1.09%
Games
97

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

View augment details
GoldT236.08%1.09%97
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
66.67%
Pick Rate
0.64%
Games
57

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
PrismaticT366.67%0.64%57
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
59.46%
Pick Rate
0.83%
Games
74

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
PrismaticT359.46%0.83%74
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
59.15%
Pick Rate
0.80%
Games
71

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
GoldT359.15%0.80%71
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
57.89%
Pick Rate
0.64%
Games
57

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
PrismaticT357.89%0.64%57
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
57.35%
Pick Rate
0.76%
Games
68

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
PrismaticT357.35%0.76%68
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
56.79%
Pick Rate
0.91%
Games
81

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT356.79%0.91%81
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
52.73%
Pick Rate
0.62%
Games
55

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

View augment details
SilverT352.73%0.62%55
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
52.24%
Pick Rate
0.75%
Games
67

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
SilverT352.24%0.75%67
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
51.67%
Pick Rate
0.67%
Games
60

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
GoldT351.67%0.67%60
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
51.19%
Pick Rate
0.94%
Games
84

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

View augment details
GoldT351.19%0.94%84
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.00%
Pick Rate
0.67%
Games
60

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
PrismaticT350.00%0.67%60
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
47.89%
Pick Rate
0.80%
Games
71

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

View augment details
SilverT347.89%0.80%71
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.27%
Pick Rate
0.62%
Games
55

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

View augment details
PrismaticT347.27%0.62%55
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
46.55%
Pick Rate
0.65%
Games
58

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

View augment details
SilverT346.55%0.65%58
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
46.15%
Pick Rate
0.73%
Games
65

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT346.15%0.73%65
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
45.95%
Pick Rate
0.83%
Games
74

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
GoldT345.95%0.83%74
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
44.26%
Pick Rate
0.68%
Games
61

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
GoldT344.26%0.68%61
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
43.66%
Pick Rate
0.80%
Games
71

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
GoldT343.66%0.80%71
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.48%
Pick Rate
0.77%
Games
69

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

View augment details
PrismaticT343.48%0.77%69
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
43.28%
Pick Rate
0.75%
Games
67

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

View augment details
GoldT343.28%0.75%67
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
43.06%
Pick Rate
0.81%
Games
72

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

View augment details
SilverT343.06%0.81%72
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
42.42%
Pick Rate
0.74%
Games
66

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
SilverT342.42%0.74%66
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
39.24%
Pick Rate
0.89%
Games
79

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

View augment details
GoldT339.24%0.89%79
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
38.71%
Pick Rate
0.70%
Games
62

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

View augment details
GoldT338.71%0.70%62
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
38.18%
Pick Rate
0.62%
Games
55

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

View augment details
PrismaticT338.18%0.62%55
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
37.31%
Pick Rate
0.75%
Games
67

Grants 60 ability haste .

View augment details
GoldT337.31%0.75%67

Quinn Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

R > Q > E > W

REQW

R > E > Q > W (Condition: You roll an augment that transforms Vault into a primary nuke or grants heavy CDR on ability cast)

RQWE

R > Q > W > E (Condition: You roll an augment that converts you into a pure auto-attack crit build or grants massive attack speed on-hit effects)

Quinn Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Quinn counters these champions in ARAM: Mayhem.

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

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

Katarina Katarina Katarina T5
Tier
T5
Rank
#167
Win Rate
44.05%
Pick Rate
0.62%

Katarina the Sinister Blade Katarina is a reset-based assassin who turns teamfights into chain reactions. Her entire identity revolves around securing takedinds to refresh her cooldowns and reposition using her Daggers. In ARAM: Mayhem, she becomes a high-octane cleanup machine where the constant fighting gives her far more reset opportunities than Summoner's Rift. She functions as a melee AP carry who wants to dive the backline. Unlike burst mages who dump their kit and retreat, Katarina stays in the fight. One reset leads to another, and a low-health enemy team can vanish in seconds if she finds her rhythm. Her signature pattern is simple but demanding: throw a Dagger, Shunpo to a target or Dagger, trigger the Dagger's spin damage, and channel Death Lotus on clustered enemies. When someone dies, her basic abilities come back up instantly. In Mayhem's chaotic environment, you will often see her teleport three or four times in a single extended skirmish. The key adjustment for this mode is patience. Mayhem accelerates everything, so the temptation to engage immediately is strong. But Katarina still needs to wait for crowd control to be spent and for enemies to drop to kill range. Her damage is terrifying, but she dies fast if she goes in too early. View champion guide

Twisted Fate Twisted Fate Twisted Fate T2
Tier
T2
Rank
#67
Win Rate
50.89%
Pick Rate
0.66%

Twisted Fate is a pick-focused control mage who wins fights by choosing the right card, landing safe poke, and punishing anyone who steps too far forward. His identity is simple: hold range, threaten a stun with Gold Card, and use his global pressure to turn messy skirmishes into clean picks.In ARAM: Mayhem, the map is faster and fights break out more often, so Twisted Fate plays less like a slow side-lane controller and more like a constant setup engine. Look for short trade windows, chain your crowd control with allies, and use your ultimate to arrive where the fight is already starting. If you waste your card or walk up without backup, he is easy to punish, so patience matters. View champion guide

Master Yi Master Yi Master Yi T1
Tier
T1
Rank
#18
Win Rate
52.96%
Pick Rate
0.73%

Master Yi is a melee reset carry who wants one clean opening, then turns a fight into a chase. He farms damage through repeated autos, uses Alpha Strike to dodge key hits or follow low-health targets, and looks strongest when enemies have already spent their crowd control. In ARAM: Mayhem, the constant fighting gives Yi more chances to snowball, but it also exposes his biggest weakness: he is easy to punish before he commits or right after Alpha Strike ends. Play him like a finisher, not a frontliner. Wait for cooldowns, enter from the side, clean up the first target, then use resets and movement speed to keep the fight rolling. 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

Read counter details

Countered By

5

Quinn is countered by these champions in ARAM: Mayhem.

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

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

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

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

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

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

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

Read counter details

Quinn Team Comp Highlights

Partner patterns extracted from the team comp guide

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

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

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

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

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

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

Syndra Syndra Syndra T2
Tier
T2
Rank
#47
Win Rate
51.39%
Pick Rate
0.54%

Syndra is a burst-focused control mage who wins fights by setting up Dark Spheres, threatening stuns, and deleting priority targets once they step too far forward. She plays best from mid-to-long range: poke first, punish clumped enemies with scatter angles, then finish a vulnerable carry with her ultimate when their defensive tools are down. In ARAM: Mayhem, the constant 5v5 pressure gives Syndra more chances to hit multiple enemies, but it also gives divers and long-range poke more chances to punish her. Positioning matters more than greed. Hold your stun when assassins or bruisers can reach you, and use your burst on targets your team can actually follow up on. Pick Syndra when your team needs reliable magic damage, wave control, and a strong punish tool against enemies who walk into narrow lane space. She is entry-friendly if you focus on one rule: make the enemy respect your spheres before you spend your big cooldowns. 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 Teammates Leona – The Ultimate Setup Engine Leona provides the point-and-click lockdown that Quinn dreams about. When Leona lands her Zenith Blade or Solar Flare, Quinn gets a free Vault and Harrier proc without any risk of missing or getting kited. The synergy mechanism is simple: Leona holds the target still, and Quinn melts them with auto-attacks and Blade of the Ruined King procs. Best Scenario: Leona engages on a squishy carry. Quinn follows instantly with Vault, keeping the enemy pinned for the full Leona combo. The target usually dies before the root ends. Enemy Answer: The enemy team can stack Magic Resist to survive Leona's burst, or they can run Cleanse and QSS to break the chain of crowd control. A dedicated peeler like Janna or Thresh can also interrupt Quinn's follow-up. Failure Risk: If Leona dives too deep without backup, Quinn has to choose between overextending to save her or letting her die. Quinn cannot easily disengage once she commits. Recovery: If the pick fails, Quinn should immediately pop her ultimate to reposition. Use the speed boost to run to the opposite side of the lane or wait for cooldowns behind her tower. Nautilus – The Hook and Book Nautilus offers a different angle of engagement with his hook. Dredge Line forces a target into Quinn's effective range, which is devastating for enemies hiding behind minions. The combination of Nautilus's passive root and Quinn's Vault creates a "perma-slow" effect that makes kiting almost impossible for the victim. Best Scenario: Nautilus hooks a key target over a wall or through a minion wave. Quinn follows with her own gap close. The chain CC ensures the target has zero mobility options. Enemy Answer: Tanks can body-block the hook. If the enemy frontline steps up, Nautilus might waste his cooldown on a low-value target like a full-tank Ornn, leaving Quinn with no one valuable to assassinate. Failure Risk: A missed hook leaves the duo vulnerable to a counter-engage. Without the hook pressure, Quinn has to play far back or risk getting poked down. Recovery: Nautilus uses Riptide to slow the approaching enemy team. Quinn uses her E to create distance from the nearest threat, repositioning for a safer angle. Varus – The Long-Range Executioner Varus complements Quinn by solving her range problem. Quinn struggles against heavy poke compositions that force her off the wave. Varus can chip enemies down from a distance, softening them up for Quinn's all-in. His ultimate, Chain of Corruption, is also a fantastic setup tool for Quinn's Vault. Best Scenario: Varus lands a long-range Q or R on a low-health target. Quinn activates her ultimate, roams down the lane at high speed, and finishes the kill before the enemy can recall or heal. Enemy Answer: Sustain supports like Soraka or Seraphine can outheal Varus's poke, negating the execute threshold Quinn relies on. Hard engage assassins like Zed or Talon can also bypass Varus's range advantage and force Quinn to play defensively. Failure Risk: If Varus misses his crucial ult, the team lacks the hard engage to start a fight properly. Quinn might feel pressured to force a bad play. Recovery: Play the wave carefully. Varus clears minions with Q while Quinn looks for a flank angle. Do not force a fight until ultimates are back up. Darius – The Pull and Punish Darius creates a zone of death that Quinn can exploit. His Apprehend (E) pulls enemies out of position, and his W slow makes it easy for Quinn to land her Vault. This duo dominates the center of the lane. If anyone gets pulled, they generally die. Best Scenario: Darius pulls an enemy carry into his team. Quinn Vaults the target immediately, applying the Harrier mark and slowing them further. Darius stacks his passive while Quinn auto-attacks. It is a brute-force kill lane. Enemy Answer: High disengage champions like Janna, Gragas, or Poppy completely shut this down. Poppy specifically counters Quinn's Vault with her Steadfast Presence, stopping the dash mid-air and stunning her. Failure Risk: Darius can get kited to death. If the enemy team has strong slows and dashes, Darius might never reach them, leaving Quinn as the only engage tool—a role she is bad at. Recovery: If Darius gets poked down, Quinn must abandon the "all-in" plan. Switch to a poke pattern with her Q and look for flanks only when enemies overextend. Morgana – The Black Shield Safety Net Morgana covers Quinn's biggest weakness: crowd control. Quinn is extremely fragile and dies instantly if she gets stunned while diving. Black Shield allows Quinn to Vault through enemy CC and secure the kill without fear of being interrupted. Morgana's Dark Binding also sets up easy Harrier procs. Best Scenario: The enemy team has a Thresh or Nautilus. Morgana puts the Shield on Quinn, who then fearlessly dives the backline. Morgana lands a binding on the enemy carry, and Quinn follows up for the kill. Enemy Answer: High burst magic damage can pop the Black Shield instantly. Champions like Syndra or Veigar can break the shield and then stun Quinn in the same combo. QSS also removes the binding. Failure Risk: If Morgana misses her binding or shields the wrong target, Quinn has zero safety nets. A bad dive results in an instant death. Recovery: Quinn uses her ultimate to escape immediately after the shield breaks. Do not turn around to fight unless the enemy has blown all their major cooldowns. Essential Team Functions Needed

Reliable Hard Engage: Quinn cannot start a fair 5v5 fight on her own. She needs a teammate like Malphite, Sejuani, or Ornn to break the enemy formation so she can find angles.

Quinn ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityQuinn is forced into a kiting marksman role, standing near frontline to poke with Q and auto-attack whoever is in range, playing reactively.Augments transform Quinn into a lethal assassin who dives the backline, kills priority targets, creates picks, and ends fights before enemies stabilize.Shift from passive poke marksman to aggressive assassin who initiates chaos.
Ultimate UsageR is mostly a speed boost for repositioning after respawning or returning to lane, rarely used as a combat tool during teamfights.R becomes a combat tool to open fights, close gaps, dump combos, and disengage or chase, especially with CDR from augments or items.Stop saving R for travel; use it to start fights and create kill pressure.
Skill PrioritiesMax Blinding Assault first for poke and wave control, with Vault used for slows and mark procs rather than as a reset mechanism.Vault increases in value as augments turn E into a reset mechanism, making E-Q-auto combos on isolated targets the priority over spamming Q.Fish for isolated targets with E combos rather than spamming Q into clumps.
Teamfight SpacingQuinn stays on the edge of fights, kiting backwards and only committing when enemies are low and isolated to avoid getting caught.Position aggressively to dive the moment you see an angle, hovering outside engage range then diving with R and E before enemies respond.Position to kill, not survive; look like you're kiting but set up assassinations.
Build PhilosophyBuild for sustained teamfights with lethality into sustain options, using runes like Dark Harvest, Taste of Blood, and Ravenous Hunter.Augments dictate playstyle more than items; damage augments enable burst builds while defensive augments allow bruiser-style extended fights.Match your build and playstyle to your augment choices or waste your potential.

Champion Analysis

Role / Current performance

Overview

Quinn Demacia's Wings functions as a ranged marksman and assassin-type ADC in ARAM: Mayhem, distinguished by her exceptional mobility and precision burst damage. Her primary strategic value lies in eliminating priority targets through focused single-target damage, making her an effective pick for players who can capitalize on her mobility and targeting mechanics. Quinn's core identity centers on her passive ability, Harrier, which marks enemies for bonus damage from Valor's attacks. This marking mechanic forms the foundation of her gameplay pattern, rewarding players who consistently identify and attack marked priority targets. Her Q ability, Blinding Assault, provides area-of-effect blind utility that directly counters enemy ADCs by preventing their auto-attacks, giving Quinn meaningful utility beyond raw damage output. Her W ability, Heightened Senses, grants vision utility that reinforces her reconnaissance theme. Her E ability, Vault, serves dual purposes as both an engagement tool for approaching enemies and a disengage option for escaping dangerous situations, providing the flexibility that defines her playstyle. Quinn's ultimate ability, Behind Enemy Lines, allows her to ride Valor for high-speed movement, though this ability has limited utility in the ARAM: Mayhem format compared to other game modes. The single-lane nature of ARAM reduces the roaming potential that makes this ability powerful elsewhere, meaning players should not rely heavily on this aspect of her kit when evaluating her strategic value. Quinn's strengths include high passive mark damage, flexible E mobility, practical Q blind utility, and strong single-target burst capability. These attributes make her effective at picking off isolated targets and disrupting enemy marksmen through well-timed blinds. However, she has notable weaknesses that players must consider. She is fragile and vulnerable to burst damage herself. Her lack of area-of-effect damage limits her teamfight contribution compared to other marksmen. Her ultimate has reduced value in ARAM's confined space. Additionally, Quinn requires mechanical skill to maximize her potential, as improper use of Vault can leave her stranded in dangerous positions, and failing to capitalize on passive marks reduces her damage output significantly. Quinn Demacia's Wings offers a specialized playstyle suited for players who value precision, mobility, and target selection over area damage and sustained teamfight presence.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Quinn Demacia's Wings thrives on the edges of fights rather than in the center of the action. Position near the side brushes or just outside the enemy frontline's threat range to land Harrier marks on approaching melees, trigger the passive damage, and retreat before they can respond. Standing in the center of the wave invites AoE poke and random skillshots, so use side angles to create vision gaps for Valor. Blinding Assault serves as the primary defensive tool through its nearsight effect. Hold this ability for enemy engage attempts rather than firing it randomly for damage. Wait for the visual cue of a dash or Snowball, then drop the blind on their landing spot to neutralize diving assassins or fighters. Against auto-attack reliant divers like Master Yi or Tryndamere, time the blind to hit the moment they exit their immunity or untargetable state. Snowball functions as a gap-closer for picks, not a primary engage for full team fights. Look for marks on squishy targets that have burned their major escape or Flash. Land the Snowball, fly in, immediately auto-attack to trigger Harrier, and follow with Vault to create distance while proccing another mark. Save Tag Team for cleanup or flanks rather than activating it when a fight starts. Circle around the side of the fight and wait until the enemy team commits their crowd control to the frontline before flying past tanks to execute low-health backline targets. Vault serves as a safety net when enemies dive the backline. Kick the diver away to break their momentum and create space for the team to collapse. If the diver has a gap-closer, wait for them to use it before Vaulting, as kicking too early often results in them dashing again to close the gap. When caught in the open, immediately Vault the closest enemy to create a slow field and run toward the tower or side brush. Target priority shifts based on game state. In the early and mid-game, focus on proccing Harrier on the enemy frontline, as the percent health damage wears down tanks quickly. Shift focus to enemy carries only when a clear path exists, looking for overextended or isolated targets. Valor's execute damage in Tag Team excels at finishing targets the team has already chunked down. Quinn excels at pushing waves and pressuring towers. Use Harrier and basic attacks to clear ranged minions quickly, then either poke enemies under their tower using long-range auto-attacks or back off to reset. Avoid overextending without vision, as getting caught by a hook or binding under the enemy tower often results in quick death. When behind, stop looking for risky flanks and shift priority to peeling for carries and picking up stray kills. Use Blinding Assault defensively to protect teammates from divers and use Vault to slow enemies chasing teammates. Do not force engages with Snowball when lacking the damage to secure kills. Instead, play the poke game until stable. Many of Quinn's best augments scale with attack speed, critical strikes, or ability usage. Trigger these windows by weaving abilities between auto-attacks. If an augment provides bonus damage on isolated targets, wait for the enemy team to spread out and use Valor's speed to identify and engage the isolated enemy. The edges of the fight are where Quinn finds her value.

Read full guide

Playstyle Guide

Playstyle / Team structure

Play guide

Quinn Demacia's Wings begins the game on the front line without face-checking the first brush, using passive marks to trigger Harrier and following immediately with Vault for vulnerability damage as the primary trade pattern. Against hard engage enemies, hold Vault and poke only with Aerial Ace until gap-closers are burned. Position near side edges of the bridge to force enemies into choosing between dodging Aerial Ace or stepping into team crowd control. Landing a blind on a key auto-attacker creates zoning opportunities, while missing Aerial Ace requires immediate retreat due to cooldown vulnerability. Snowball checks brushes or sets up engage on low enemies, flying in to finish targets under 40% health while holding marks to zone healthy opponents. Pushing hard works well since Quinn excels when enemies struggle under tower, with Aerial Ace clearing back casters quickly and the blind making last-hitting miserable. When ahead, deep ward the side brush and poke under tower while looking for Snowball engages when support cooldowns are wasted. When behind, give up the front wave, stay in experience range, and use Aerial Ace solely to prevent dives without risking death for passive marks. Hitting level 6 first unlocks Behind Enemy Lines for rotations or deep flanks. Mid game shifts Quinn into a skirmisher and catch artist role with global pressure most ARAM champions lack. Behind Enemy Lines enables flanks from side brushes or fountain returns after healing and buying, with speed burst allowing rejoining fights before enemies reset positioning. The trading rhythm becomes more lethal with Q-E-auto combos on isolated targets, with augment types determining whether to force extended trades on squishies or play as a disruptor blinding enemy carries and peeling for backline. Snowball becomes a kill-confirm tool, marking low-HP targets for team damage before flying in for cleanup, or escaping collapses during flanks by dashing to distant minions or champions then using Behind Enemy Lines out. Controlled aggression replaces mindless shoving against strong waveclear, instead poking enemies down, forcing recalls, then using Behind Enemy Lines to pressure towers or catch stragglers rotating back. When ahead, camp side brushes and force 1v1s on carries while using Behind Enemy Lines to cut off retreat paths. When behind, play closer to tower, use Aerial Ace for waveclear and blinding divers, save Vault strictly for disengage, and look for picks only on greedy overextends. Coordinate with team engage rather than starting fights unless a guaranteed catch appears. Late game focuses on teamfighting from flanks or behind frontline, never as a frontliner due to high damage but low durability where one crowd control spell can be fatal. Use Aerial Ace to blind enemy ADCs or auto-reliant bruisers at fight start, neutering their damage for a critical window. Vault repositions or finishes low targets but never into the enemy team center unless cleaning up. Behind Enemy Lines use becomes situational, never engaging full teamfights head-on but flanking from unexpected angles, chasing runners, or returning after resets. During sieges, apply side lane pressure or cut off enemy rotations while communicating to prevent 4v5 fights. Augments granting execute damage, armor penetration, or movement speed serve as power spikes to play around. When ahead, force picks using Behind Enemy Lines and Snowball to delete carries before enemies react, then turn 5v4 advantages into tower pushes. When behind, peel for your own carry by blinding and vaulting divers while looking for turnaround picks on overcommits. End the game using every pick to take inhibitors or the Nexus without recalling for small items, pushing advantage until the game concludes.

Read full guide

Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Quinn Demacia's Wings wins hard and throws harder in Mayhem, making understanding her ahead and behind states critical to avoiding costly mistakes. When ahead, Quinn transitions from a poke-oriented playstyle into an assassin role. Trigger conditions for an ahead state include securing an early double or triple kill, gaining a turret advantage that opens side brush flanking routes, or rolling strong damage augments like Leapstrike or Executioner while enemies lack matching burst options. In this state, Quinn should stop playing the poke game entirely. Instead, she uses movement speed to hover at the edge of enemy vision range, waiting for squishy targets to step up for farm before engaging with Harrier into Vault. In Mayhem's reduced cooldown environment, chunking a target to half health effectively creates a kill threshold since abilities return in seconds. Fighting in side brushes favors Quinn because Vault creates distance even against gap-closer champions, breaking enemy engage rhythms and leaving them stranded in her team's damage zone. Her ultimate, Behind Enemy Lines, creates unmatched pressure by enabling flanks from behind enemy turrets, forcing opponents into a lose-lose scenario where they either turn to deal with Quinn and die to her team, or ignore her and die to her burst. Quinn's main weakness when ahead is getting collapsed on after Vault is down. Damage augments cover this by ensuring targets die before retaliation, while mobility augments enable aggressive angles that would normally be suicide. The classic Quinn throw is over-diving for low-health targets while the enemy team remains alive. In Mayhem, death timers are long enough that one greedy chase can cost a turret and the lead. If a target escapes with flash or dash, Quinn should not chase past their turret line without her ultimate and a clear exit path. Another common throw is wasting the ultimate for speed when the team is already winning front-to-back, or using it to run into a 1v5. When behind, Quinn loses the assassin angle but retains vision control and disengage utility. Trigger conditions include early deaths without kills, turret disadvantage with enemies sieging the inhibitor turret before ten minutes, or bad augment rolls that do not synergize with her build or game state. Behind Quinn should stop trying to assassinate and instead play the vision and peel game. Harrier marks help allies target the right enemy, and Vault should be used exclusively to peel divers off the team's carry. The ultimate becomes a scouting tool rather than a flanking mechanism, and Aerial Mastery provides critical vision to prevent ambushes. Building for utility and survival allows Quinn to live long enough to use Vault twice in fights. Defensive or utility augments should be leaned into for shields, healing, or movement speed that help survive burst. The fastest way to lose from behind is forcing desperate all-ins or vaulting into 1v5 scenarios. Quinn must hold E for enemy engages, avoid chasing kills, and reset immediately after picks rather than exposing herself to counter-engage.

Read full guide

Champion Background

Lore / Identity / Text block

Background copy

Quinn Demacia's Wings functions as a bursty skirmisher and short-lived assassin in Mayhem ARAM, a role shaped by the mode's unique constraints. The accelerated gold and experience curve allows her to reach item spikes faster than on Summoner's Rift, but the single-lane layout removes traditional flanking options. Victory comes from punishing mispositions with burst and maintaining vision control rather than split-pushing. Every ability must contribute to securing a pick or enabling a disengage, as wasted cooldowns in Mayhem typically result in getting run down by the enemy team. Harrier, her passive, periodically marks enemy champions as Vulnerable. Basic attacks against marked targets deal bonus percent health damage, giving Quinn surprising dueling power against bruisers who attempt to facetank her. The mark prioritizes the nearest enemy champion or a recently attacked target, meaning positioning dictates who gets marked rather than manual control. In chaotic teamfights, the mark helps shred frontline tanks or squishies depending on proximity, and players should take guaranteed damage on the nearest threat rather than diving past the enemy team to find a marked carry. Enemies can break line of sight or dash away to prevent mark consumption. Blinding Assault serves as the primary trading tool and disengage button. The near-sight effect devastates auto-attack reliant champions common in Mayhem ARAM, forcing them to retreat or waste attacks. The projectile travels out and returns, making it easier to land at close range or against slowed targets. Missing this ability leaves Quinn vulnerable, as enemy auto-attackers can run her down during the cooldown window. Heightened Senses provides passive attack speed when attacking Vulnerable targets, while the active reveals a large area and highlights nearby enemy champions. The active serves as a powerful scouting tool against brush traps and Snowball ambushes. However, it does not provide true sight, so it reveals enemy champions but not traps like Teemo mushrooms or Shaco boxes directly. Vault functions as the primary gap-closer and peel tool. The flip interrupts dashes and channels, making it a strong counter to engage attempts while also applying the passive mark. Using Vault into a grouped enemy team is extremely dangerous, as the flip-back distance is often insufficient to escape follow-up crowd control. The ability should be saved for peeling divers or used offensively only on isolated or low-health targets. Behind Enemy Lines provides massive movement speed while mounted, with basic attacks replaced by an execute dash. In the single-lane format, the roaming power is less relevant, but the speed enables quick returns to lane after dying or repositioning for flanks if fights spread out. Any damage or crowd control interrupts the channel, and dismounting puts Quinn in melee range, which is dangerous if enemies have cooldowns ready. The ultimate functions best as a repositioning and cleanup tool rather than a primary engage.

Read full guide

Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Quinn in ARAM: Mayhem lives and dies by her ability to control vision and reposition, and the mode's accelerated pace means a single misstep with Vault or her ultimate often results in instant death. Mechanical errors plague Quinn players who waste Vault on targets with dashes available. When Quinn goes in for an execute or mark proc and the enemy dashes sideways or backwards, she ends up stuck in the middle of their team with no escape, usually resulting in instant death since she has no other disengage. Players should check enemy dash cooldowns first, and if caught after burning Vault, flash immediately if near friendly tower or accept the trade and wait for respawn to reset positioning. Another critical mechanical mistake is canceling the Ultimate cast by issuing a move command too early. Players try to roam or reposition with Behind Enemy Lines but right-click or cast a spell a split second after pressing R, putting the ability on partial cooldown and losing the movement speed. Players should let the cast bar finish, and if accidentally canceled, back off until the cooldown returns rather than walking into the enemy team without the speed boost. Players also frequently break Harrier marks by auto-attacking immediately after casting, spamming right-click during animation and losing the bonus damage and attack speed steroid. Wait for the visual flair of the mark popping before continuing to kite. Using Skystrike when enemies are out of range represents another costly error. Panic-pressing R2 to finish a kill when the target flashed or walked out of the circle leaves Quinn as a melee-range ADC in a team fight. Always check the range indicator before landing, and if the landing whiffs, use Q to blind nearby threats and E away from the biggest danger immediately. Decision mistakes include using the Ultimate to engage into five enemies. Seeing a low-health target and flying in to execute typically results in the enemy team collapsing the moment Quinn lands, killing her before she can Skystrike. In Mayhem's high burst damage environment, flying into a cluster is a death sentence. Use R to flank from the side or clean up after teammates land major crowd control. Ignoring the Blind against auto-attack heavy compositions also proves fatal. Holding Q for damage or wave clear instead of peeling divers like Master Yi or Jax leads to getting run down with no defensive tool available. Prioritize the blind on the champion most reliant on auto-attacks. Standing in the front line during the poke phase exposes Quinn to free poke and crowd control while trying to proc passive on enemy tanks. Quinn is squishy and Mayhem amplifies poke damage, so staying on flanks or behind frontline is essential. Refusing to buy defensive items or sustain when behind keeps Quinn exploding on contact without outputting damage. Players should buy Guardian Angel, Maw of Malmortius, or a shield augment to survive initial burst, and switch to utility or survival builds when struggling. Using Vault to finish a kill when the target is already doomed wastes the cooldown and creates vulnerability to counter-engage. Quinn is a momentum champion, and players who make mechanical errors and die should not tilt and force plays immediately upon respawn. Use the ultimate to return to the wave quickly, but do not fight until major cooldowns are ready. Reset tempo, check enemy dash status, and look for the flank, as one good blind and Vault chain can turn a bad game around.

Read full guide

FAQ

Quinn

FAQ

Is Quinn strong in ARAM: Mayhem? Quinn excels as a pick-oriented marksman who deletes isolated targets. Her global presence with Behind Enemy Lines lets her reposition after shopping or respawning faster than almost anyone. The tradeoff is her fragility in clustered teamfights where she cannot easily isolate a priority target. What playstyle works best for Quinn in Mayhem? Play her like an assassin who creates uneven fights. Use Vault to pin a target, burst them with Harrier procs, then reposition with your ultimate before their team collapses. If you try to stand still and auto-attack like a traditional marksman, you will get run over by the constant Mayhem skirmishes. How do I use Vault effectively? Vault is your primary kill setup. Cast it on a target near terrain to trigger the knockback stun, which guarantees a Harrier mark and several free auto-attacks. Be careful when diving deep for this combo, because Vault sends you backward but still leaves you vulnerable if the enemy team is nearby.

Read full guide

Latest Guides

Latest Blog Guides

Blog articles