ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T1 Rank #26

Sion ARAM Mayhem Build & Best Augments

Sion role and playstyle: baseline role is fighter tank, with a core identity built around teamfight utility and damage output. The kit should be evaluated around its main cooldowns and teamfight pattern. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Medium execution: success depends on consistent ability timing, positioning, and target choice. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Sion Sion The Undead Juggernaut Fighter / Tank / Mage
TierT1
Rank#26
Win Rate53.11%
Pick Rate0.60%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

+40 Attack Damage +600 Health Cleave Attacks deal physical damage on-hit and to enemies behind the target. Titanic Crescent Empower your next Cleave to deal bonus physical damage On-Hit and deal bonus physical damage to enemies behind the target.

Win Rate58.00%
Pick Rate18.87%
#2
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

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

Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

+40 Attack Damage +600 Health Cleave Attacks deal physical damage on-hit and to enemies behind the target. Titanic Crescent Empower your next Cleave to deal bonus physical damage On-Hit and deal bonus physical damage to enemies behind the target.

Win Rate54.93%
Pick Rate10.00%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

+40 Attack Damage +600 Health Cleave Attacks deal physical damage on-hit and to enemies behind the target. Titanic Crescent Empower your next Cleave to deal bonus physical damage On-Hit and deal bonus physical damage to enemies behind the target.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate56.82%
Pick Rate6.23%

Situational itemstop 12

Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

+40 Attack Damage +600 Health Cleave Attacks deal physical damage on-hit and to enemies behind the target. Titanic Crescent Empower your next Cleave to deal bonus physical damage On-Hit and deal bonus physical damage to enemies behind the target.

60.36%
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

58.26%
Overlord's Bloodmail Overlord's Bloodmail Overlord's Bloodmail
Total Price
3,300
Price
1,000

+30 Attack Damage +550 Health Tyranny Gain 2.5% of your bonus Health as Attack Damage. Retribution Gain up to 12% increased Attack Damage based on your percent missing Health.

60.43%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

59.57%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

58.26%
Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

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

57.80%
Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

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

60.75%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

59.73%
Hollow Radiance Hollow Radiance Hollow Radiance
Total Price
2,800
Price
650

+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.

59.70%
Boots of Swiftness Boots of Swiftness Boots of Swiftness
Total Price
1,000
Price
700

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

57.89%
Hullbreaker Hullbreaker Hullbreaker
Total Price
3,000
Price
175

+40 Attack Damage +500 Health +4% Move Speed Skipper Every fifth Attack against champions and epic monsters deals bonus physical damage, increased against Structures. Boarding Party Nearby allied siege and super minions gain Armor and Magic Resist.

61.72%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Total Price
3,200
Price
650

+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.

50.47%

Starting items

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

+350 Health

57.93%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

57.93%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

62.31%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

62.31%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

62.31%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

60.01%

Core items

#1
Youmuu's Ghostblade Youmuu's Ghostblade Youmuu's Ghostblade
Total Price
2,800
Price
675

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

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

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

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 Rate37.66%
Pick Rate13.51%
#2
Youmuu's Ghostblade Youmuu's Ghostblade Youmuu's Ghostblade
Total Price
2,800
Price
675

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

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

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

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

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

Win Rate47.67%
Pick Rate6.03%
#3
Youmuu's Ghostblade Youmuu's Ghostblade Youmuu's Ghostblade
Total Price
2,800
Price
675

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

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

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

Opportunity Opportunity Opportunity
Total Price
2,700
Price
475

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

Win Rate42.21%
Pick Rate4.89%

Situational itemstop 12

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

44.35%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

44.35%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

49.80%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

49.80%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

36.45%
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.

36.45%
Guardian's Horn Guardian's Horn Guardian's Horn
Total Price
950
Price
950

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

36.45%

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate54.87%
Pick Rate17.38%
#2
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Hollow Radiance Hollow Radiance Hollow Radiance
Total Price
2,800
Price
650

+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.

Win Rate60.89%
Pick Rate11.80%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

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

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

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

Win Rate56.64%
Pick Rate6.66%

Situational itemstop 12

Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

55.81%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

56.11%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

52.88%
Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

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

56.11%
Hollow Radiance Hollow Radiance Hollow Radiance
Total Price
2,800
Price
650

+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.

57.33%
Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

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

54.78%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

53.73%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Total Price
3,200
Price
650

+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.

52.90%
Kaenic Rookern Kaenic Rookern Kaenic Rookern
Total Price
2,900
Price
800

+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.

56.28%
Randuin's Omen Randuin's Omen Randuin's Omen
Total Price
2,700
Price
800

+350 Health +75 Armor Resilience Receive 30% less damage from Critical Strikes. Humility Slow nearby enemies by 70% for 2 seconds.

50.78%
Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

+40 Attack Damage +600 Health Cleave Attacks deal physical damage on-hit and to enemies behind the target. Titanic Crescent Empower your next Cleave to deal bonus physical damage On-Hit and deal bonus physical damage to enemies behind the target.

56.21%
Sunfire Aegis Sunfire Aegis Sunfire Aegis
Total Price
2,700
Price
600

+350 Health +50 Armor +10 Ability Haste Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds.

54.29%

Starting items

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

+350 Health

57.63%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

57.63%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

55.98%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

55.98%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

55.98%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

54.38%
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.

54.38%
Crystalline Bracer Crystalline Bracer Crystalline Bracer
Total Price
800
Price
100

+200 Health 100% Base Health Regen

54.38%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Quest: Icathia's Fall Quest: Icathia's Fall Quest: Icathia's Fall Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
59.82%
Pick Rate
6.92%
Games
1,242

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

View augment details
PrismaticT159.82%6.92%1,242
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
58.25%
Pick Rate
17.47%
Games
3,138

Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%.

View augment details
GoldT158.25%17.47%3,138
Upgrade Thornmail Upgrade Thornmail Upgrade Thornmail Silver
Rarity
Silver
Tier
T3
Win Rate
57.91%
Pick Rate
5.00%
Games
898

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

View augment details
SilverT157.91%5.00%898
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
57.53%
Pick Rate
6.66%
Games
1,196

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

View augment details
GoldT157.53%6.66%1,196
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
57.28%
Pick Rate
13.27%
Games
2,383

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

View augment details
SilverT157.28%13.27%2,383
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
57.24%
Pick Rate
9.04%
Games
1,623

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

View augment details
PrismaticT157.24%9.04%1,623
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
54.92%
Pick Rate
6.11%
Games
1,098

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

View augment details
SilverT154.92%6.11%1,098
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
54.47%
Pick Rate
9.22%
Games
1,656

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
PrismaticT154.47%9.22%1,656
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
54.43%
Pick Rate
11.88%
Games
2,133

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

View augment details
PrismaticT154.43%11.88%2,133
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
54.38%
Pick Rate
12.66%
Games
2,273

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
SilverT154.38%12.66%2,273
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
53.84%
Pick Rate
4.72%
Games
847

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
GoldT153.84%4.72%847
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
53.52%
Pick Rate
5.93%
Games
1,065

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

View augment details
SilverT153.52%5.93%1,065
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
53.35%
Pick Rate
17.72%
Games
3,183

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

View augment details
GoldT153.35%17.72%3,183
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
53.26%
Pick Rate
23.09%
Games
4,146

Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death.

View augment details
GoldT153.26%23.09%4,146
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
52.79%
Pick Rate
15.09%
Games
2,709

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

View augment details
GoldT152.79%15.09%2,709
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
51.53%
Pick Rate
13.45%
Games
2,416

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

View augment details
GoldT151.53%13.45%2,416
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
51.43%
Pick Rate
4.87%
Games
875

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
GoldT151.43%4.87%875
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
51.34%
Pick Rate
6.23%
Games
1,118

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT151.34%6.23%1,118
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
51.11%
Pick Rate
4.50%
Games
808

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

View augment details
GoldT151.11%4.50%808
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
50.75%
Pick Rate
7.06%
Games
1,267

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

View augment details
GoldT150.75%7.06%1,267
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
50.04%
Pick Rate
6.36%
Games
1,143

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

View augment details
SilverT150.04%6.36%1,143
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
49.00%
Pick Rate
5.03%
Games
904

Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance .

View augment details
GoldT149.00%5.03%904
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
46.65%
Pick Rate
5.74%
Games
1,031

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
GoldT146.65%5.74%1,031
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
61.39%
Pick Rate
2.25%
Games
404

Gain 2 Stat Anvils .

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SilverT261.39%2.25%404
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
57.26%
Pick Rate
3.45%
Games
620

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

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GoldT257.26%3.45%620
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
55.66%
Pick Rate
2.46%
Games
442

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
GoldT255.66%2.46%442
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
55.27%
Pick Rate
2.59%
Games
465

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

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PrismaticT255.27%2.59%465
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
54.11%
Pick Rate
3.86%
Games
693

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

View augment details
SilverT254.11%3.86%693
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.60%
Pick Rate
2.09%
Games
375

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

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PrismaticT253.60%2.09%375
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
53.57%
Pick Rate
3.59%
Games
644

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

View augment details
SilverT253.57%3.59%644
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
53.44%
Pick Rate
3.65%
Games
655

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
GoldT253.44%3.65%655
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
53.00%
Pick Rate
2.13%
Games
383

Gain 1750 upon acquiring this augment.

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GoldT253.00%2.13%383
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.76%
Pick Rate
1.82%
Games
326

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

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PrismaticT252.76%1.82%326
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.58%
Pick Rate
2.16%
Games
388

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

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PrismaticT252.58%2.16%388
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
52.12%
Pick Rate
2.50%
Games
449

Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size.

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GoldT252.12%2.50%449
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
51.95%
Pick Rate
1.85%
Games
333

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

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GoldT251.95%1.85%333
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
51.92%
Pick Rate
3.91%
Games
703

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

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GoldT251.92%3.91%703
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.70%
Pick Rate
2.95%
Games
530

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 .

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PrismaticT251.70%2.95%530
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
51.70%
Pick Rate
2.13%
Games
383

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

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GoldT251.70%2.13%383
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.69%
Pick Rate
2.31%
Games
414

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

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PrismaticT251.69%2.31%414
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
51.39%
Pick Rate
4.00%
Games
718

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

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SilverT251.39%4.00%718
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
50.92%
Pick Rate
3.64%
Games
654

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

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GoldT250.92%3.64%654
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
50.78%
Pick Rate
3.55%
Games
638

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

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SilverT250.78%3.55%638
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
50.51%
Pick Rate
2.73%
Games
491

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 .

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GoldT250.51%2.73%491
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.31%
Pick Rate
3.59%
Games
644

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

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PrismaticT250.31%3.59%644
Mighty Shield Mighty Shield Mighty Shield Silver
Rarity
Silver
Tier
T5
Win Rate
50.10%
Pick Rate
2.86%
Games
513

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

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SilverT250.10%2.86%513
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
49.87%
Pick Rate
2.07%
Games
371

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

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SilverT249.87%2.07%371
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
49.85%
Pick Rate
1.85%
Games
333

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

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SilverT249.85%1.85%333
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.76%
Pick Rate
2.34%
Games
420

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

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PrismaticT249.76%2.34%420
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.58%
Pick Rate
2.66%
Games
478

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

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PrismaticT249.58%2.66%478
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
49.44%
Pick Rate
2.50%
Games
449

Grants 18% armor penetration and magic penetration .

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GoldT249.44%2.50%449
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
49.12%
Pick Rate
2.83%
Games
509

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

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GoldT249.12%2.83%509
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
48.86%
Pick Rate
1.95%
Games
350

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

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SilverT248.86%1.95%350
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.52%
Pick Rate
3.19%
Games
573

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

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PrismaticT248.52%3.19%573
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
48.36%
Pick Rate
2.72%
Games
488

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

View augment details
SilverT248.36%2.72%488
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
47.37%
Pick Rate
2.75%
Games
494

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 .

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GoldT247.37%2.75%494
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
47.22%
Pick Rate
3.30%
Games
593

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

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GoldT247.22%3.30%593
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
46.27%
Pick Rate
2.24%
Games
402

Grants 20% heal and shield power .

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SilverT246.27%2.24%402
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
45.45%
Pick Rate
2.51%
Games
451

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 .

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GoldT245.45%2.51%451
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
44.42%
Pick Rate
2.54%
Games
457

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

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GoldT244.42%2.54%457
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
43.73%
Pick Rate
1.82%
Games
327

Gain 15% omnivamp .

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SilverT243.73%1.82%327
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
57.28%
Pick Rate
1.19%
Games
213

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

View augment details
PrismaticT357.28%1.19%213
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
55.98%
Pick Rate
1.30%
Games
234

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.

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PrismaticT355.98%1.30%234
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
54.93%
Pick Rate
1.19%
Games
213

Increases attack damage by 20% .

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SilverT354.93%1.19%213
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
54.51%
Pick Rate
1.36%
Games
244

Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds.

View augment details
SilverT354.51%1.36%244
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
54.40%
Pick Rate
1.01%
Games
182

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

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PrismaticT354.40%1.01%182
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
53.54%
Pick Rate
1.41%
Games
254

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

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SilverT353.54%1.41%254
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
53.00%
Pick Rate
1.21%
Games
217

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% .

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SilverT353.00%1.21%217
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
52.70%
Pick Rate
1.24%
Games
222

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

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GoldT352.70%1.24%222
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
52.66%
Pick Rate
1.78%
Games
319

Gain 50 bonus movement speed and 40% slow resist .

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SilverT352.66%1.78%319
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.33%
Pick Rate
1.67%
Games
300

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

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PrismaticT352.33%1.67%300
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
51.63%
Pick Rate
1.37%
Games
246

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

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SilverT351.63%1.37%246
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.26%
Pick Rate
1.06%
Games
191

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

View augment details
PrismaticT350.26%1.06%191
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
50.00%
Pick Rate
1.37%
Games
246

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

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GoldT350.00%1.37%246
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
50.00%
Pick Rate
1.27%
Games
228

Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown).

View augment details
GoldT350.00%1.27%228
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.00%
Pick Rate
1.25%
Games
224

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

View augment details
PrismaticT350.00%1.25%224
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.84%
Pick Rate
1.77%
Games
317

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

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PrismaticT349.84%1.77%317
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.78%
Pick Rate
1.28%
Games
229

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

View augment details
PrismaticT349.78%1.28%229
Windspeaker's Blessing Windspeaker's Blessing Windspeaker's Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.47%
Pick Rate
1.56%
Games
281

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

View augment details
PrismaticT349.47%1.56%281
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.45%
Pick Rate
1.01%
Games
182

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

View augment details
PrismaticT349.45%1.01%182
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
49.30%
Pick Rate
1.20%
Games
215

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
SilverT349.30%1.20%215
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
49.30%
Pick Rate
1.59%
Games
286

Immobilizing or grounding an enemy champion inflicts them with a Burn for 5 seconds, dealing magic damage equal to [ 0. 8 % of the target's maximum health per second] (5 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application.

View augment details
SilverT349.30%1.59%286
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.22%
Pick Rate
1.43%
Games
256

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

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PrismaticT349.22%1.43%256
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
48.38%
Pick Rate
1.54%
Games
277

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
GoldT348.38%1.54%277
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
48.15%
Pick Rate
1.20%
Games
216

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

View augment details
GoldT348.15%1.20%216
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.09%
Pick Rate
1.46%
Games
262

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

View augment details
PrismaticT348.09%1.46%262
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
48.01%
Pick Rate
1.54%
Games
277

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

View augment details
GoldT348.01%1.54%277
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
47.62%
Pick Rate
1.52%
Games
273

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT347.62%1.52%273
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
47.20%
Pick Rate
0.90%
Games
161

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

View augment details
SilverT347.20%0.90%161
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
46.64%
Pick Rate
1.24%
Games
223

Grants 50% critical strike chance .

View augment details
GoldT346.64%1.24%223
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
45.30%
Pick Rate
1.01%
Games
181

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT345.30%1.01%181
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
44.72%
Pick Rate
0.90%
Games
161

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
GoldT344.72%0.90%161
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
42.25%
Pick Rate
1.04%
Games
187

Grants 60 ability haste .

View augment details
GoldT342.25%1.04%187
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
37.42%
Pick Rate
0.91%
Games
163

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

View augment details
GoldT337.42%0.91%163
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
66.23%
Pick Rate
0.84%
Games
151

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
SilverT466.23%0.84%151
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
59.57%
Pick Rate
0.52%
Games
94

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

View augment details
SilverT459.57%0.52%94
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
59.42%
Pick Rate
0.77%
Games
138

Grants 3 random Dragon Souls .

View augment details
PrismaticT459.42%0.77%138
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
57.75%
Pick Rate
0.40%
Games
71

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

View augment details
PrismaticT457.75%0.40%71
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
54.90%
Pick Rate
0.85%
Games
153

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT454.90%0.85%153
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
54.84%
Pick Rate
0.52%
Games
93

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

View augment details
GoldT454.84%0.52%93
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
54.72%
Pick Rate
0.59%
Games
106

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT454.72%0.59%106
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
53.98%
Pick Rate
0.63%
Games
113

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT453.98%0.63%113
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.78%
Pick Rate
0.66%
Games
119

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
PrismaticT453.78%0.66%119
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
53.57%
Pick Rate
0.47%
Games
84

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

View augment details
GoldT453.57%0.47%84
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.50%
Pick Rate
0.87%
Games
157

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

View augment details
PrismaticT453.50%0.87%157
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
53.16%
Pick Rate
0.44%
Games
79

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

View augment details
SilverT453.16%0.44%79
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
52.33%
Pick Rate
0.48%
Games
86

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
GoldT452.33%0.48%86
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
51.61%
Pick Rate
0.52%
Games
93

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

View augment details
SilverT451.61%0.52%93
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
50.34%
Pick Rate
0.83%
Games
149

Your abilities' mana costs are doubled, but you also gain 10% (+ 0. 5 % per 100 maximum mana) increased damage as well as self and outgoing healing and shielding .

View augment details
GoldT450.34%0.83%149
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
49.49%
Pick Rate
0.55%
Games
99

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
GoldT449.49%0.55%99
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
48.70%
Pick Rate
0.86%
Games
154

Hitting an enemy champion with an ability generates a stack of Popoff for 6 seconds, stacking up to 6 times. For each stack, your basic abilities' cooldowns progress 2. 5 % faster. At maximum Popoff stacks, this value is doubled, for a total of a 30% faster progression time.

View augment details
SilverT448.70%0.86%154
Stuck in Here With Me Stuck in Here With Me Stuck in Here With Me Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.65%
Pick Rate
0.41%
Games
74

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

View augment details
PrismaticT448.65%0.41%74
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
48.51%
Pick Rate
0.75%
Games
134

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
SilverT448.51%0.75%134
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
47.06%
Pick Rate
0.66%
Games
119

Grants 60% bonus attack speed .

View augment details
SilverT447.06%0.66%119
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.46%
Pick Rate
0.55%
Games
99

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

View augment details
PrismaticT446.46%0.55%99
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.78%
Pick Rate
0.46%
Games
83

Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste.

View augment details
PrismaticT445.78%0.46%83
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
44.93%
Pick Rate
0.38%
Games
69

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT444.93%0.38%69
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
44.90%
Pick Rate
0.55%
Games
98

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

View augment details
GoldT444.90%0.55%98
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
44.58%
Pick Rate
0.46%
Games
83

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

View augment details
SilverT444.58%0.46%83
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
44.00%
Pick Rate
0.42%
Games
75

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

View augment details
SilverT444.00%0.42%75
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.64%
Pick Rate
0.61%
Games
110

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

View augment details
PrismaticT443.64%0.61%110
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
42.55%
Pick Rate
0.79%
Games
141

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
GoldT442.55%0.79%141
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
42.53%
Pick Rate
0.48%
Games
87

Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

View augment details
GoldT442.53%0.48%87
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.25%
Pick Rate
0.40%
Games
71

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

View augment details
PrismaticT442.25%0.40%71
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
41.80%
Pick Rate
0.68%
Games
122

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT441.80%0.68%122
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
41.18%
Pick Rate
0.38%
Games
68

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
GoldT441.18%0.38%68
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.79%
Pick Rate
0.42%
Games
76

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
PrismaticT440.79%0.42%76
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
58.93%
Pick Rate
0.31%
Games
56

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
GoldT558.93%0.31%56
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.73%
Pick Rate
0.31%
Games
55

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
PrismaticT552.73%0.31%55
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.27%
Pick Rate
0.31%
Games
55

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

View augment details
PrismaticT547.27%0.31%55
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.14%
Pick Rate
0.28%
Games
51

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
PrismaticT543.14%0.28%51
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
40.35%
Pick Rate
0.32%
Games
57

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
PrismaticT540.35%0.32%57
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
37.70%
Pick Rate
0.34%
Games
61

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
GoldT537.70%0.34%61
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
35.19%
Pick Rate
0.30%
Games
54

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

View augment details
GoldT535.19%0.30%54

Sion Skill Combos

Extracted from the skill order guide

Skill Order
RQWE

Max Q first.

Sion Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Sion counters these champions in ARAM: Mayhem.

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

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

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

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

Vel'Koz Vel'Koz Vel'Koz T2
Tier
T2
Rank
#58
Win Rate
51.29%
Pick Rate
0.83%

Vel'Koz is a long-range artillery mage who wins fights by poking from safety, lining up crowd control, and turning a caught target into a clean laser finish. He is best when he can stand behind a frontline, angle skillshots through the lane, and punish enemies who walk in straight lines or burn mobility too early. His signature pattern is simple: soften targets with repeated poke, use knock-up or slow pressure to hold them in place, then commit his ultimate when the enemy team cannot easily interrupt, dodge, or dive him. If Vel'Koz fires first without setup, mobile champions can rush him down. In ARAM: Mayhem, the faster pace makes positioning even more important. Extra chaos creates more clustered targets for his skillshots, but it also gives divers more chances to reach him. Play patient, use terrain and allies as cover, and save your big damage for moments where the enemy is already controlled or forced into a narrow path. View champion guide

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

Brand Brand Brand T1
Tier
T1
Rank
#5
Win Rate
54.19%
Pick Rate
1.21%

Brand is a ranged damage mage who wins fights by setting enemies up, lighting them on fire, and punishing anyone who stays grouped. He is easy to understand: land spells on clustered targets, follow up when they are already burning, and let the damage spread through the fight. In ARAM: Mayhem, Brand feels especially dangerous because teams collide often and the lane gives enemies fewer safe angles to dodge. His job is not to be the first one in. Stay behind your frontline, throw spells into choke points, and punish dives with quick burst when enemies commit too hard. Mayhem’s faster pace makes Brand less about slow poke and more about clean fight timing. If enemies stack together, he can take over a skirmish. If they spread out, dodge, or force him before he casts, he becomes much easier to kill. Play patient, aim at crowds, and turn every messy fight into a burn zone. View champion guide

Read counter details

Countered By

5

Sion is countered by these champions in ARAM: Mayhem.

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

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

Trundle Trundle Trundle T3
Tier
T3
Rank
#125
Win Rate
49.03%
Pick Rate
0.31%

Trundle the Troll King Trundle is a tanky fighter who wins fights by stealing stats and controlling space. His entire identity revolves around Chomp for sustained damage and Pillar of Ice for disruption. He excels at shutting down immobile champions and dueling anyone foolish enough to fight him in his domain. In ARAM: Mayhem, Trundle shifts from a niche counter-pick to a consistent lane bully. The single-lane format guarantees he always has targets for Pillar, and the constant fighting lets him keep his attack speed buff stacked. He acts as a frontline anchor who creates openings with terrain abuse rather than raw engage range. His signature pattern is simple: isolate a target with Pillar, close the gap, and beat them down while their stats drain into him. Mayhem's pacing favors this playstyle because teams are constantly clumped, giving his ultimate high value on tanky comps. If you like winning 1v1s and making enemies rage at pathing, this is your pick. 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

Anivia Anivia Anivia T4
Tier
T4
Rank
#147
Win Rate
47.07%
Pick Rate
0.51%

Anivia is a control mage who defines teamfights through zone control, terrain manipulation, and sustained damage. She acts as a defensive anchor, turning narrow ARAM bridges into death traps with her crowd control and area denial. Her signature pattern revolves around Glacial Storm (R). She creates a large damaging zone that slows enemies and amplifies her other abilities. In standard modes, she struggles with mana costs and early game fragility. ARAM: Mayhem removes most of those weaknesses. Accelerated gold and experience let her reach her power spike faster, while constant fighting plays directly into her teamfight-focused kit. The Mayhem environment shifts her role slightly. She becomes a sustained damage dealer who can fish for picks more aggressively. The reduced penalty for dying means she can use her passive, Rebirth, as a strategic tool rather than a desperate last resort. She still plays as a backline controller, but she can take risks that would be suicidal on Summoner's Rift. View champion guide

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

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

Read counter details

Sion Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Sion Sion Sion T1
Tier
T1
Rank
#26
Win Rate
53.11%
Pick Rate
0.60%

Sion is a front-line tank and brawler who wins space by walking straight into the fight, charging heavy crowd control, and forcing enemies to deal with him before they can hit his backline. His signature pattern is simple: soak pressure, look for a clean engage, land the big knock-up or stun, then keep fighting even after death if the enemy overcommits.In ARAM: Mayhem, Sion likes the constant teamfighting because there is always someone to threaten and always a wave to contest. The downside is that the mode is faster and more crowded, so missed engages get punished hard. Play him as the team’s battering ram: start fights when allies can follow, block space for carries, and turn messy brawls into a problem the enemy has to answer immediately. View champion guide

Reliable Follow-Up Damage: Sion creates openings with his Q and R, but he cannot always close kills alone. He needs teammates who can burst or poke when he lands a knockup. Peel for Passive: After Sion dies, his Passive can be kited easily. Teammates with slows or stumps help him actually connect attacks during his undead form. Disengage or Reset Tools: Sion often dives deep. He needs allies who can either go in with him or safely reset if the engage goes wrong. Top Teammate Synergies

1. Orianna (High Value)

Sion Sion Sion T1
Tier
T1
Rank
#26
Win Rate
53.11%
Pick Rate
0.60%

Sion is a front-line tank and brawler who wins space by walking straight into the fight, charging heavy crowd control, and forcing enemies to deal with him before they can hit his backline. His signature pattern is simple: soak pressure, look for a clean engage, land the big knock-up or stun, then keep fighting even after death if the enemy overcommits.In ARAM: Mayhem, Sion likes the constant teamfighting because there is always someone to threaten and always a wave to contest. The downside is that the mode is faster and more crowded, so missed engages get punished hard. Play him as the team’s battering ram: start fights when allies can follow, block space for carries, and turn messy brawls into a problem the enemy has to answer immediately. View champion guide

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

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

Synergy Mechanism: Ball delivery. Sion acts as a mobile platform for Orianna's Ball. He can Q-flash or R into the enemy team, bringing the Ball with him. Combo: Orianna places Ball on Sion before he engages. Sion charges Q or activates R. As Sion reaches the enemy cluster, Orianna casts Shockwave. This combos Sion's knockup or knockback with her stun, layering crowd control. Best Scenario: Sion lands a multi-man Q or R. Orianna follows instantly with Shockwave. The enemy team is locked down for extended burst. Enemy Answer: Flash or dash out before Sion arrives. Cleanse or QSS on key targets to break the chain. Knock Orianna away before she can cast. Failure Risk: Sion engages too early before Orianna has Ball on him. Orianna misses Shockwave, leaving Sion isolated and burst down with no follow-up. Recovery: Orianna uses Dissonance to slow enemies while Sion retreats or dies. Sion uses Passive to zone enemies chasing Orianna.

2. Yasuo (High Value)

Sion Sion Sion T1
Tier
T1
Rank
#26
Win Rate
53.11%
Pick Rate
0.60%

Sion is a front-line tank and brawler who wins space by walking straight into the fight, charging heavy crowd control, and forcing enemies to deal with him before they can hit his backline. His signature pattern is simple: soak pressure, look for a clean engage, land the big knock-up or stun, then keep fighting even after death if the enemy overcommits.In ARAM: Mayhem, Sion likes the constant teamfighting because there is always someone to threaten and always a wave to contest. The downside is that the mode is faster and more crowded, so missed engages get punished hard. Play him as the team’s battering ram: start fights when allies can follow, block space for carries, and turn messy brawls into a problem the enemy has to answer immediately. View champion guide

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

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

Synergy Mechanism: Airborne interaction. Sion's Q, R, and Passive all apply knockup or knockback, setting up Yasuo's Last Breath. Combo: Sion charges Q in a choke point. Yasuo positions to dash in. Sion releases Q for knockup. Yasuo instantly ults. Alternatively, Sion R knocks enemies up, and Yasuo follows. Best Scenario: Sion lands Q on three or more enemies in a narrow corridor. Yasuo ults, keeping them suspended for team burst. Enemy Answer: Interrupt Sion's Q charge with hard crowd control. Dash or Flash out of Yasuo's ult range before he casts. Failure Risk: Sion gets interrupted before Q lands. Yasuo dives in without a knockup and gets focused down instantly. Recovery: Yasuo uses Windwall to block incoming damage while Sion repositions. Sion dies and uses Passive to peel for Yasuo if he gets collapsed on.

3. Zilean (Medium-High Value)

Sion Sion Sion T1
Tier
T1
Rank
#26
Win Rate
53.11%
Pick Rate
0.60%

Sion is a front-line tank and brawler who wins space by walking straight into the fight, charging heavy crowd control, and forcing enemies to deal with him before they can hit his backline. His signature pattern is simple: soak pressure, look for a clean engage, land the big knock-up or stun, then keep fighting even after death if the enemy overcommits.In ARAM: Mayhem, Sion likes the constant teamfighting because there is always someone to threaten and always a wave to contest. The downside is that the mode is faster and more crowded, so missed engages get punished hard. Play him as the team’s battering ram: start fights when allies can follow, block space for carries, and turn messy brawls into a problem the enemy has to answer immediately. View champion guide

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

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

Synergy Mechanism: Revive loop and speed engage. Zilean's Chronoshift allows Sion to play more aggressively, and his Time Warp speeds up Sion's R or Q charge. Combo: Zilean places bombs on Sion for poke. Zilean uses Time Warp to speed Sion's R or Q. Sion engages. If Sion dies, Zilean ults him, giving him a second life to re-engage or escape. Best Scenario: Sion R's into the enemy team at high speed. He dies, fights in Passive, then Zilean revives him. Sion activates W shield and continues fighting with full health. Enemy Answer: Focus Zilean first to prevent the revive. Ignite or healing reduction on Sion during Zilean's ult to kill him through the revive. Failure Risk: Zilean dies before he can ult Sion. Sion engages, dies, and stays dead with no revive, leaving his team without a front line. Recovery: Zilean uses Time Warp to help the team disengage if Sion dies without revive. Sion's Passive still zones enemies during the retreat.

4. Lulu (Medium Value)

Sion Sion Sion T1
Tier
T1
Rank
#26
Win Rate
53.11%
Pick Rate
0.60%

Sion is a front-line tank and brawler who wins space by walking straight into the fight, charging heavy crowd control, and forcing enemies to deal with him before they can hit his backline. His signature pattern is simple: soak pressure, look for a clean engage, land the big knock-up or stun, then keep fighting even after death if the enemy overcommits.In ARAM: Mayhem, Sion likes the constant teamfighting because there is always someone to threaten and always a wave to contest. The downside is that the mode is faster and more crowded, so missed engages get punished hard. Play him as the team’s battering ram: start fights when allies can follow, block space for carries, and turn messy brawls into a problem the enemy has to answer immediately. View champion guide

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

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

Synergy Mechanism: Size, health, and peel. Lulu's Wild Growth makes Sion larger and knocks up nearby enemies. Her Whimsy speeds up Sion's engage. Her Polymorph and slow protect Sion's Passive. Combo: Lulu uses Whimsy for speed. Sion R's or charges Q. As Sion reaches enemies, Lulu ults him, adding a knockup to Sion's crowd control. If Sion dies, Lulu slows enemies trying to kite his Passive. Best Scenario: Sion R's into the enemy backline. Lulu ults him, knocking up nearby enemies and giving Sion bonus health to survive longer. Enemy Answer: Focus Lulu first. Kite away from the enlarged Sion. Use hard crowd control to stop Sion even with the extra health. Failure Risk: Lulu ults too early or too late, missing the knockup. Sion dies instantly after the ult ends, wasting the bonus health. Recovery: Lulu uses Polymorph on the biggest threat to Sion's Passive. Sion's Passive continues to chase slowed enemies.

5. Miss Fortune (Medium Value)

Sion Sion Sion T1
Tier
T1
Rank
#26
Win Rate
53.11%
Pick Rate
0.60%

Sion is a front-line tank and brawler who wins space by walking straight into the fight, charging heavy crowd control, and forcing enemies to deal with him before they can hit his backline. His signature pattern is simple: soak pressure, look for a clean engage, land the big knock-up or stun, then keep fighting even after death if the enemy overcommits.In ARAM: Mayhem, Sion likes the constant teamfighting because there is always someone to threaten and always a wave to contest. The downside is that the mode is faster and more crowded, so missed engages get punished hard. Play him as the team’s battering ram: start fights when allies can follow, block space for carries, and turn messy brawls into a problem the enemy has to answer immediately. View champion guide

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

Synergy Mechanism: Area lockdown into area burst. Sion's crowd control groups enemies for Miss Fortune's Bullet Time. Combo: Sion lands Q or R on multiple enemies. Miss Fortune channels Bullet Time on the clustered targets. Sion's knockup or knockback keeps them in the ult area. Best Scenario: Sion R's through the enemy team, grouping them in a line. Miss Fortune ults down that line, hitting everyone. Enemy Answer: Flash or dash out of Bullet Time. Interrupt Miss Fortune's channel with crowd control. Kill Sion quickly to stop his follow-up. Failure Risk: Sion knocks enemies out of Bullet Time's area by mistake. Miss Fortune gets interrupted before the ult deals significant damage. Recovery: Sion uses Passive to zone enemies trying to chase Miss Fortune. Miss Fortune uses Double Up to poke during the reset. Summary

Sion thrives with teammates who can follow his engages, extend his crowd control, or give him second chances. He struggles without damage follow-up or if his Passive gets kited. Pick allies who can turn his suicide dives into team wins.

Sion ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentitySion acts as a slow front-to-back tank or hard engage button, absorbing poke and forcing enemies to respect space through his presence.Sion becomes a chaos initiator and zone-breaker who creates messy fights where enemy carries cannot free-hit, rather than just being first to die.Shift from passive frontliner to active chaos creator who disrupts enemy positioning.
Q Charging PatternCharging Q in obvious choke points works well because the narrow map forces enemies to walk through the wave and respect the threat.Full charges from neutral are easily interrupted since players have more reposition tools; use Q as a threat to force reactions first.Threaten with Q to create space; only commit full charges when enemies are locked down.
Ultimate UsageSion can ult down the lane and accept messy engages because death timers and poke patterns are slower and more forgiving.Bad ult paths are punished harder; use R only when enemies are grouped, mobility is spent, and team can collapse with you.Ult with clear follow-up conditions, not as a desperate long-range engage tool.
Tempo and PatienceSion has time to walk up, eat poke, clear wave, and wait for enemy missteps before committing to a real engage.Higher tempo means fishing for perfect Qs loses the wave; cycle quickly between threatening space, forcing cooldowns, and committing.Cycle modes rapidly instead of waiting for perfect moments that never come.
Snowball DecisionsSnowball is a simple delivery system: land it, take it, then Q or ult and hope your team follows behind you.Taking Snowball instantly can be wrong; check ally distance, enemy cooldowns, and formation before recasting into a potential trap.A mark is not permission to go in; verify follow-up conditions before committing.
Death Passive RelianceSion can sometimes plan around his death passive to clean up fights after initiating and soaking damage for his team.Planning to die first is unreliable; create disruption while alive and treat the passive as a bonus, not the whole plan.Prioritize living disruption value; let passive be a bonus rather than a strategy.

Champion Analysis

Role / Current performance

Overview

In Hextech Mayhem (ARAM) mode, Sion the Undead Juggernaut is a melee tank with massive health pools and exceptional team fight crowd control. His identity centers on absorbing enormous damage while disrupting enemies with area knock-ups and slows. Sion’s passive, Glory in Death, causes him to enter a frenzied state upon death, gaining substantial health and attack speed to continue fighting briefly. This ensures he remains a threat even after falling, often turning a lost fight into a trade or securing kills before expiring. His Q, Decimate, is his core damage ability — a charged strike that deals massive physical damage in a wide area, with a full charge knocking up enemies. The fully-charged knock-up is devastating in Hextech Mayhem, as it sets up follow-up damage for his team and interrupts enemy formations. Sion’s W, Soul Furnace, provides a shield that absorbs incoming damage and then explodes for area-of-effect magic damage. The explosion deals bonus damage if Sion took champion damage while shielded, rewarding him for staying in the thick of combat and making the ability serve dual purposes of damage absorption and output. His E, Roar of the Slayer, damages and slows enemy targets while granting Sion bonus movement speed for chasing. This tool helps him close gaps, peel for carries, or disengage from unfavorable trades. Sion’s ultimate, Unstoppable Onslaught, is his signature ability — a powerful forward charge that knocks up enemies in his path while granting massive bonus health and tenacity. In Hextech Mayhem’s long straight lanes, this charge’s distance is maximized, allowing Sion to barrel through the entire lane directly into the enemy backline. Positioning is critical: he functions best as a frontline initiator, using his ultimate to start fights or re-engage from a distance. Once in the enemy team, he relies on his shield and health pool to survive while repeatedly using his charged Q to disrupt and damage grouped opponents. His crowd control pattern — knock-ups from Q and ultimate, plus slows from E — creates windows for his damage dealers to act freely. The practical strategic value of Sion in Hextech Mayhem lies in his ability to absorb attention and resources from the enemy team while delivering reliable area disruption. Even if he is focused down, his passive keeps him fighting, and his ultimate’s tenacity and bonus health make him difficult to peel. His raw tankiness and devastating engage make him an unstoppable undead juggernaut in Hextech Mayhem.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Sion wins fights by making the enemy answer a big, obvious threat. In ARAM: Mayhem, the cramped lane and fast restarts mean your best value comes from forcing bad movement. Start fights from brush, side fog, or behind your minion wave; if the enemy sees you walking straight at them, they will spread and save their dash for your charge. Use Snowball to skip the slow walk-in by marking a frontliner or badly positioned carry, then wait half a beat before reactivating. Do not always open with your ultimate, especially against teams with easy stops or sidesteps—walk up with shield and threat first, then use ultimate after they commit movement spells or as a second wave when an ally forces a narrow retreat path. Charge your heavy swing where the enemy wants to go, not where they are standing; carries usually retreat toward tower, health relic space, or wall openings, and even a partial hit can force panic movement that lets your team land follow-up. When your team has poke advantage, engage only after a health lead appears and stop the enemy from resetting the wave for free. Hold your control when assassins are waiting by standing slightly in front of your carries and punishing the first dash target instead of wasting your main interruption on a tank. Let the enemy enter the choke before you charge so their frontline and damage dealers overlap, making your swing, roar, shield pop, and body block harder to dodge. After first crowd control lands, walk into the enemy’s escape line instead of chasing directly behind them—Sion’s size matters, and making them path around you while your team hits them is effective. When your carry gets engaged on, peel with threat first by charging a swing beside them, forcing the enemy to choose between diving and getting punished or backing off. For escape, do not run in a straight line after a failed engage; step toward brush or a wall angle and turn with a charged swing if enemies chase too tightly. Use ultimate defensively when the fight is already lost to save your shutdown or delay the next enemy push. If you are going to die, die where zombie form is useful—in the middle of the wave or next to low-health enemies—to force flashes, finish targets, or buy time. After your shield is broken early, reset your spacing and re-enter when the enemy has spent their first poke volley. Stand offset before a fight, not dead center, to threaten a diagonal engage and reduce escape space. Avoid blocking your own skillshot allies by standing just to the side until they cast. Use minion waves as cover but respect poke when the wave is gone unless you have a Snowball or ultimate angle. Keep a small escape angle open if the enemy has heavy displacement. In target priority, hit the carry when the path is real and hit the frontline when it is not; prioritize immobile damage dealers after they use movement. Do not chase one low target through the whole lane if your team is being wiped behind you—turn back to peel. In zombie form, attack the target you can actually reach rather than wasting the passive sprinting after a full-health mobile carry. Use Snowball as an engage connector, not just a gap closer: check if your team is in range before taking it, and mark tanks when they are standing beside carries to place yourself close enough to threaten the backline.

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Playstyle Guide

Playstyle / Team structure

Play guide

Sion in ARAM: Mayhem is a space-maker first. His job is to decide when the lane moves, when the enemy backline steps back, and when his team gets time to hit the wave, shrine, or structure. He is played as a frontliner with threat windows: charging from fog, threatening knock-up, soaking the first answer, then re-engaging with his team or dying where his passive still creates pressure. At levels 1-6, Sion holds the front without donating the lane. He starts slightly ahead of his carries but not alone in the minion wave, standing near brush or terrain so his charge is harder to read. His best early trades come when the enemy is last-hitting or clearing the wave; a short charged hit that forces movement is better than a full charge that gets interrupted. Snowball is used as a follow-up, not a blind opener unless key peel is already spent. Early augments support surviving long enough to create a fight: durability, healing, shielding, or tenacity allow him to contest space more aggressively, while damage or haste augments call for repeated short threats. He pushes when his team has better waveclear or the enemy backline is low, and stalls when outranged or waiting for stronger levels, absorbing light poke with his shield. If ahead, he takes brush control to force guesses; if behind, he plays closer to his structure and saves engage for enemies who dive too far. At levels 7-11, Sion becomes the fight starter or anti-dive wall. He either holds forward brush when his team can follow, or stands on top of his carries against assassins and divers. His trading rhythm uses two-step patterns: walk up to force movement, then when the enemy spends mobility or crowd control, commit with Snowball or ultimate. Mayhem fights explode quickly, so his main engage should not be wasted into a target with every escape ready. Mid-game Snowball turns poke into a real fight; if it hits a carry, he waits before taking the mark. His augment pattern tells him how brave to be: defensive augments let him absorb burst, mobility augments allow sharper angles from brush, and damage augments reward targeting carries during passive, but he must not chase damage so far that his own backline gets collapsed. He pushes after a won fight or forced recalls, and stalls against stronger poke, using patience to make the enemy misstep. When ahead, he chains pressure from past the midpoint with ultimate from angles that cut off retreat; when behind, he counter-engages, interrupting the second champion or knocking up the carry who steps forward. After level 12, Sion forces winning fights rather than random crashes. Late-game positioning is about angles and death location: he stands where his engage threatens carries while staying close enough for his team to use his crowd control, and holds his ultimate until the enemy is trapped by minions, terrain, or team pressure. He stops taking meaningless poke trades, using his shield and body only to protect a carry, save a wave, or let his team step forward. His late Snowball is a commitment tool taken decisively on a high-value target if his team is ready, and let expire if it lands on a tank deep behind the enemy. Augments for durability make him the first body in, engage or movement augments are used from fog for surprise, and damage augments that boost after death require planning his death near carries or the wave.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

When Sion The Undead Juggernaut wins the first few fights and starts stacking health, he stops being a champion and starts being a timer. His primary strength lies in hard zone control; he can charge his Q in a visible, threatening position to force the enemy behind their tower, either securing free damage on structures or chunking half a squishy’s health bar for a kill if the enemy disrespects the threat. Ahead, his Q becomes a one-shot threat, and his R is best aimed straight down the lane at the enemy backline to force flashes or a knock-up that ends fights. Augments that grant ability haste or movement speed turn him into a raid boss, while damage augments make his passive terrifying—when he dies ahead, his zombie form often secures double kills because enemies underestimate the execute damage. The main risk when ahead is greed: chasing kills into the enemy fountain can throw the lead even in Mayhem’s reduced death timers. After a fight, shove the wave, take the tower, and reset; the only thing that kills a fed Sion is his own greed. Specific ahead tactics include popping W earlier for shield burst and finishing low-health targets, using Snowball to close gaps followed by point-blank Q, and auto-attacking structures while the team zones—he is the best tower taker on the team. Playing from behind, Sion feels miserable until he accepts his role as a disruptor rather than a carry. His primary action becomes disruption over damage: his Q will not one-shot, and his R will get him killed if charged into the enemy team. Instead, he peels for his carries by charging Q to zone divers, uses R defensively to escape or reposition, and focuses on not dying for nothing. Every death must cost the enemy something—time, health, or cooldowns. Behind, he is the counter-engage, not the engage tool, and should let the enemy make the first move before punishing with Q and E. Augments that provide survivability or healing cover his weakness to repeated poke, allowing him to survive initial burst and get abilities off. His passive becomes a revenge tool: even a 0-5 Sion with a strong defensive augment can turn a fight by refusing to die quickly, and his zombie form forcing enemy carries to kite back creates space for teammates. Specific behind tactics include using E to last-hit safely and chip enemies, popping W to tank skill shots for the team, and split pushing a side wave to force the enemy to send one or two champions away from the main fight. Recovery conditions arise when the enemy overcommits to killing Sion, allowing his team to take objectives or win the number advantage. He is uniquely good at being an annoying distraction, so he should build tanky and take every defensive augment offered to make the enemy work for every inch of ground. The trap to avoid is trying to make hero plays—a behind Sion that lands one good Q is more valuable than one that dives into five and dies before pressing a button. Patience wins losing games: he must wait for the enemy to misposition in Mayhem’s chaos and then punish.

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Champion Background

Lore / Identity / Text block

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Sion The Undead Juggernaut is a lane-control monster in ARAM: Mayhem who transitions into an unkillable raid boss or a disruptive zombie. He is not built to outplay enemies with mechanics; instead, he exists to charge abilities directly in their face, absorb ridiculous amounts of damage, and force the enemy to overcommit kills that simply bring him back for more. Every ability demands respect for its windup, but the payoff is massive when landed. Sion’s passive, Glory in Death, turns death into a tactical resource. When he dies, he reanimates with decaying health, increased attack speed and movement, and ground-slamming attacks. In Mayhem’s constant high-damage fights, Sion often revives right in the middle of a scrum, forcing enemies to choose between fleeing or dying to a zombie. This fail-safe turns a bad trade into a potential double kill, and early on enemies often underestimate the zombie damage. The key is to die in the middle of the enemy backline during teamfights to disrupt positioning, though slows and stuns can ruin the chase. Decimating Smash, his primary threat tool, charges a massive overhead axe slam. The longer the charge, the more damage and knock-up, but the threat of a fully charged smash often does more work than the ability itself, zoning and peeling enemies. The classic combo uses E’s slow or minion stun to set up an almost guaranteed full charge. Soul Furnace provides a shield and a delayed area-of-effect explosion, with permanent health stacking from minion kills. In Mayhem’s constant waves, Sion can stack health faster than on Summoner’s Rift. Activating the shield before engaging absorbs initial burst, and timing its explosion is critical since high-damage enemies can break it before detonation. Roar of the Foe fires a short-range shockwave that slows and knocks back a champion, but when aimed at a minion, it launches that unit much further to stun the first enemy hit. Mayhem’s ever-present minions give Sion reliable ammunition for this engage tool, making his E-into-Q combo bread and butter. Unstoppable Onslaught turns Sion into a projectile that cannot be interrupted by crowd control, charging across the single lane from tower to tower. The knock-up at the end scales with distance and sets up a follow-up charged Q. While a missed R leaves him deep in enemy territory with no abilities, used correctly it forces cooldowns and creates chaos. Sion rewards patience with windups, smart death positioning, and constant pressure from a zombie that demands respect long after the first life ends.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Sion The Undead Juggernaut lives and dies on commitment in ARAM: Mayhem, where one bad angle or wasted ultimate turns a raid boss into a feeding streak. The common mistakes to avoid fall into mechanical execution and decision-making. Mechanically, charging Q for maximum duration every time is a trap; enemies interrupt the channel or simply walk out, leaving Sion with only basic attacks for several seconds. The correct action is to use Q as a flexible tool—quick taps for point-blank knockups provide reliable crowd control, while full charges are saved for when enemies are locked down by allies or forced into a choke. Another error is activating W and immediately detonating it for damage; the shield breaks before dealing meaningful damage, costing Sion his primary survival tool. The proper play is to hold the detonation, let the shield absorb damage, and pop it only when enemies are inside the blast radius or the shield is about to break. Using R in a straight line from max range with no terrain support is a common blunder; enemies see the charge coming and sidestep easily. Sion should start R from closer range or use fog of war, curving the ultimate to cut off retreat paths or aim for chokepoints. Spamming E on cooldown into minion waves pushes the wave and wastes the cooldown when a real engage opportunity appears; the correct habit is to save E for champions or for setting up Q knockbacks, using it on minions only to reset the wave. Ignoring the passive death form is a critical mistake—players typing in chat or mentally checking out waste the most terrifying part of Sion’s kit. In death form, click on the highest-priority target and force enemies to kite you or take massive damage. Decision mistakes are equally costly. Engaging with R when the team is too far behind to follow up leads to Sion being collapsed on and killed alone; always check team position and ping the target before pressing R. Dying in the middle of nowhere, far from objectives or teammates, gives zero value; instead, die on top of enemies or under their tower so the zombie form disrupts their advance. Building full damage because of highlight reels is a trap—in Mayhem mode, Sion gets melted before Q finishes charging. The correct approach is to build tank with one or two hybrid damage items if ahead, relying on base damages and survivability. Using Snowball to engage and then immediately Qing without setup fails because enemies react and sidestep; the Snowball should be followed with an auto-attack slow or E to disrupt before landing Q. Chasing low-health enemies into their base during death passive while the team dies elsewhere is a tempo loss; in passive form, target the biggest threat to the team, not the easiest kill. Finally, refusing to die when at 10% HP and the team is ready to fight forces a 4v5; sometimes Sion needs to die on his own terms, walking in to force the enemy kill him in a bad spot and activate passive in their faces. Sion rewards calculated aggression—make each death meaningful, hit buttons with purpose, and never charge R from your own tower into five enemies who can see you coming.

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FAQ

Sion

FAQ

Is Sion a tank, a damage pick, or an engage pick in ARAM: Mayhem? Sion is mainly a front-line engager who wins by forcing messy fights and making enemies spend time on him. If your team already has reliable damage, build and play to start fights, block space, and soak cooldowns. If your team lacks threat, you can lean more aggressive, but the tradeoff is that missed engages leave you stranded and easy to kite. When should I start fights as Sion? Start fights when your team is close enough to follow and at least one enemy damage dealer has stepped forward. Your engage is strongest when it cuts off retreat, not when it simply travels in a straight line down the lane. If you go too early, the enemy can walk back, burn your health, and then punish your team while you are down. How do I use Sion’s charge-up knock-up without getting interrupted? Use it from brush, behind minions, after an ally crowd control lands, or when enemies are already dodging another threat. If you charge in full view against champions with easy interrupts, expect to get stopped before it matters. A shorter, faster cast is often better than greedily holding it and losing the whole window.

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