ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T1 Rank #16

Zyra ARAM Mayhem Build & Best Augments

Zyra role and playstyle: baseline role is AP tank, with a core identity built around teamfight utility and damage output. Q is a primary trading or damage tool; E often defines catch potential, mobility, or poke control. Key ARAM traits include long-range poke. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Execution varies by matchup, but positioning and cooldown discipline remain important. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Zyra Zyra Rise of the Thorns Tank / Mage
TierT1
Rank#16
Win Rate53.66%
Pick Rate0.82%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Blackfire Torch Blackfire Torch Blackfire Torch
Total Price
2,800
Price
700

+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

Win Rate52.65%
Pick Rate15.64%
#2
Blackfire Torch Blackfire Torch Blackfire Torch
Total Price
2,800
Price
700

+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.

Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Win Rate54.10%
Pick Rate7.75%
#3
Malignance Malignance Malignance
Total Price
2,700
Price
650

+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

Win Rate50.73%
Pick Rate5.25%

Situational itemstop 12

Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

53.03%
Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

52.81%
Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Total Price
2,600
Price
450

+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.

52.90%
Blackfire Torch Blackfire Torch Blackfire Torch
Total Price
2,800
Price
700

+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.

53.75%
Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.

51.92%
Malignance Malignance Malignance
Total Price
2,700
Price
650

+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.

51.67%
Morellonomicon Morellonomicon Morellonomicon
Total Price
2,850
Price
400

+75 Ability Power +350 Health +15 Ability Haste Grievous Wounds: Dealing magic damage to champions applies 40% Wounds for 3 seconds.

50.18%
Rabadon's Deathcap Rabadon's Deathcap Rabadon's Deathcap
Total Price
3,500
Price
1,100

+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.

51.63%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

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

52.55%
Void Staff Void Staff Void Staff
Total Price
3,000
Price
1,050

+95 Ability Power +40% Magic Penetration

49.12%
Bloodletter's Curse Bloodletter's Curse Bloodletter's Curse
Total Price
2,900
Price
750

+65 Ability Power +400 Health +15 Ability Haste Vile Decay: Dealing magic damage with abilities or passives to champions reduces their Magic Resist by 7.5% for 6 seconds, up to 30%.

52.71%
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

51.64%

Starting items

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.

53.81%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.

53.81%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.

54.80%
Fated Ashes Fated Ashes Fated Ashes
Total Price
900
Price
500

+30 Ability Power Inflame Damaging Abilities deal 15 bonus magic damage over 3 seconds. Deals an additional 45 magic damage to monsters.

53.16%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

53.16%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
57.55%
Pick Rate
6.62%
Games
1,331

Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks).

View augment details
GoldT157.55%6.62%1,331
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
57.12%
Pick Rate
12.37%
Games
2,486

Damaging an enemy champion with an ability summons a Void Scar at the location they were damaged for 6 seconds (0. 75 -second cooldown per target). If another Void Scar is summoned within 1250 units, through the same condition, both Void Scars are consumed to create a rift to the void between them that converges over 0. 6 seconds and has a width of 250 units. Enemies within the rift are dealt 100 – 450 (based on level) (+ 5. 5 per 1 Lethality) (+ 5. 5 per 1 flat magic penetration) magic damage and slowed by 99% decaying over 1 second.

View augment details
PrismaticT157.12%12.37%2,486
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
56.56%
Pick Rate
15.59%
Games
3,133

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

View augment details
PrismaticT156.56%15.59%3,133
Minionmancer Minionmancer Minionmancer Gold
Rarity
Gold
Tier
T5
Win Rate
56.54%
Pick Rate
7.11%
Games
1,429

Your pets deal 40% increased damage as well as gain 40% bonus health and size.

View augment details
GoldT156.54%7.11%1,429
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
56.52%
Pick Rate
6.91%
Games
1,389

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
GoldT156.52%6.91%1,389
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
55.44%
Pick Rate
6.96%
Games
1,398

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
SilverT155.44%6.96%1,398
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
55.00%
Pick Rate
5.22%
Games
1,049

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
PrismaticT155.00%5.22%1,049
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
54.89%
Pick Rate
14.50%
Games
2,913

Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power .

View augment details
GoldT154.89%14.50%2,913
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
54.84%
Pick Rate
10.69%
Games
2,148

Gain ability haste equal to 30% AP .

View augment details
PrismaticT154.84%10.69%2,148
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
54.66%
Pick Rate
6.56%
Games
1,319

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

View augment details
GoldT154.66%6.56%1,319
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
54.07%
Pick Rate
5.74%
Games
1,154

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

View augment details
GoldT154.07%5.74%1,154
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
53.82%
Pick Rate
6.45%
Games
1,297

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

View augment details
SilverT153.82%6.45%1,297
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
53.61%
Pick Rate
21.51%
Games
4,322

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.

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GoldT153.61%21.51%4,322
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
53.53%
Pick Rate
19.55%
Games
3,929

Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing.

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GoldT153.53%19.55%3,929
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
52.96%
Pick Rate
10.24%
Games
2,058

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

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SilverT152.96%10.24%2,058
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
52.15%
Pick Rate
6.70%
Games
1,346

Convert all of your bonus attack damage into ability power at a rate of 1 ability power per 0. 6 bonus attack damage . Additionally, increase your ability power by 15% .

View augment details
SilverT152.15%6.70%1,346
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
51.56%
Pick Rate
10.56%
Games
2,122

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

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SilverT151.56%10.56%2,122
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
51.49%
Pick Rate
8.16%
Games
1,639

Grants 18% armor penetration and magic penetration .

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GoldT151.49%8.16%1,639
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
51.41%
Pick Rate
5.66%
Games
1,138

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.

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GoldT151.41%5.66%1,138
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
51.31%
Pick Rate
6.83%
Games
1,372

Gain the Arcane Comet and Summon Aery keystone runes.

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GoldT151.31%6.83%1,372
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
51.28%
Pick Rate
6.05%
Games
1,215

Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap

View augment details
SilverT151.28%6.05%1,215
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
51.07%
Pick Rate
7.44%
Games
1,494

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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GoldT151.07%7.44%1,494
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
50.91%
Pick Rate
6.32%
Games
1,269

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT150.91%6.32%1,269
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
50.86%
Pick Rate
9.87%
Games
1,984

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
SilverT150.86%9.87%1,984
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.59%
Pick Rate
9.78%
Games
1,965

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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PrismaticT150.59%9.78%1,965
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
50.00%
Pick Rate
8.19%
Games
1,646

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

View augment details
GoldT150.00%8.19%1,646
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
58.22%
Pick Rate
3.97%
Games
797

Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown).

View augment details
SilverT258.22%3.97%797
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
58.15%
Pick Rate
2.05%
Games
411

Gain 2 Stat Anvils .

View augment details
SilverT258.15%2.05%411
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
57.21%
Pick Rate
3.42%
Games
687

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

View augment details
GoldT257.21%3.42%687
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
55.76%
Pick Rate
1.64%
Games
330

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
GoldT255.76%1.64%330
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
55.50%
Pick Rate
3.67%
Games
737

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

View augment details
GoldT255.50%3.67%737
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
55.21%
Pick Rate
3.63%
Games
730

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

View augment details
SilverT255.21%3.63%730
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
55.07%
Pick Rate
2.16%
Games
434

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

View augment details
PrismaticT255.07%2.16%434
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
55.04%
Pick Rate
2.57%
Games
516

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT255.04%2.57%516
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.72%
Pick Rate
2.32%
Games
466

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

View augment details
PrismaticT254.72%2.32%466
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
54.71%
Pick Rate
2.16%
Games
435

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

View augment details
GoldT254.71%2.16%435
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
54.56%
Pick Rate
3.88%
Games
779

Grants 60 ability haste .

View augment details
GoldT254.56%3.88%779
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
54.08%
Pick Rate
2.25%
Games
453

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

View augment details
GoldT254.08%2.25%453
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
54.03%
Pick Rate
2.53%
Games
509

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
SilverT254.03%2.53%509
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
53.95%
Pick Rate
4.10%
Games
823

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
GoldT253.95%4.10%823
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
53.78%
Pick Rate
1.65%
Games
331

Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
GoldT253.78%1.65%331
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
53.59%
Pick Rate
3.12%
Games
627

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
GoldT253.59%3.12%627
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
52.87%
Pick Rate
3.38%
Games
679

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

View augment details
SilverT252.87%3.38%679
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
52.80%
Pick Rate
3.64%
Games
731

【中娅沙漏】的冷却时间降低至45秒。你现在可以在【中娅沙漏】、【探索者的护臂】或【沃格勒特的巫师帽】凝滞状态持续期间移动。

View augment details
SilverT252.80%3.64%731
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
52.79%
Pick Rate
2.94%
Games
591

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
GoldT252.79%2.94%591
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
52.51%
Pick Rate
3.07%
Games
617

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

View augment details
GoldT252.51%3.07%617
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.29%
Pick Rate
3.59%
Games
721

Immobilizing or grounding an enemy champion summons a comet above them that lands at their current location after 1 second, dealing 50 – 150 (based on level) (+ 40% AP) (+ 4% of your maximum health) magic damage to enemies within the area (6 second cooldown per target per cast instance ).

View augment details
PrismaticT252.29%3.59%721
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
51.79%
Pick Rate
2.79%
Games
560

Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn.

View augment details
GoldT251.79%2.79%560
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
51.48%
Pick Rate
1.85%
Games
371

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

View augment details
SilverT251.48%1.85%371
Trueshot Prodigy Trueshot Prodigy Trueshot Prodigy Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.46%
Pick Rate
2.55%
Games
513

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

View augment details
PrismaticT251.46%2.55%513
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
50.99%
Pick Rate
3.28%
Games
659

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
GoldT250.99%3.28%659
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
50.37%
Pick Rate
2.66%
Games
534

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
GoldT250.37%2.66%534
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
50.36%
Pick Rate
2.07%
Games
415

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

View augment details
GoldT250.36%2.07%415
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
50.23%
Pick Rate
2.12%
Games
426

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
SilverT250.23%2.12%426
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
50.14%
Pick Rate
1.84%
Games
369

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

View augment details
SilverT250.14%1.84%369
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
49.70%
Pick Rate
2.46%
Games
495

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

View augment details
GoldT249.70%2.46%495
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
49.28%
Pick Rate
2.06%
Games
414

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

View augment details
GoldT249.28%2.06%414
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
48.95%
Pick Rate
1.90%
Games
382

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

View augment details
SilverT248.95%1.90%382
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
48.80%
Pick Rate
1.65%
Games
332

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

View augment details
SilverT248.80%1.65%332
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
48.35%
Pick Rate
2.42%
Games
486

Gain 1750 upon acquiring this augment.

View augment details
GoldT248.35%2.42%486
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
48.24%
Pick Rate
1.84%
Games
369

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

View augment details
GoldT248.24%1.84%369
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
46.99%
Pick Rate
3.80%
Games
764

Gain a Needlessly Large Rod . Quest: Obtain Rabadon's Deathcap and Zhonya's Hourglass . Reward: Upon completing your Quest , convert the items you obtained for the quest into Wooglet's Witchcap .

View augment details
PrismaticT246.99%3.80%764
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
60.53%
Pick Rate
0.76%
Games
152

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
GoldT360.53%0.76%152
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
59.09%
Pick Rate
0.88%
Games
176

Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately.

View augment details
GoldT359.09%0.88%176
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
58.39%
Pick Rate
0.68%
Games
137

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

View augment details
GoldT358.39%0.68%137
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
56.83%
Pick Rate
0.69%
Games
139

Gain 15% omnivamp .

View augment details
SilverT356.83%0.69%139
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.61%
Pick Rate
1.07%
Games
214

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

View augment details
PrismaticT355.61%1.07%214
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
53.42%
Pick Rate
1.09%
Games
219

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

View augment details
GoldT353.42%1.09%219
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
53.36%
Pick Rate
1.11%
Games
223

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

View augment details
SilverT353.36%1.11%223
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
52.94%
Pick Rate
0.68%
Games
136

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

View augment details
SilverT352.94%0.68%136
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
52.75%
Pick Rate
1.54%
Games
309

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

View augment details
SilverT352.75%1.54%309
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
52.67%
Pick Rate
1.40%
Games
281

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

View augment details
GoldT352.67%1.40%281
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
52.20%
Pick Rate
0.91%
Games
182

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT352.20%0.91%182
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.79%
Pick Rate
0.84%
Games
168

Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed .

View augment details
PrismaticT351.79%0.84%168
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.38%
Pick Rate
1.26%
Games
253

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

View augment details
PrismaticT351.38%1.26%253
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
51.35%
Pick Rate
0.92%
Games
185

Grants 50% critical strike chance .

View augment details
GoldT351.35%0.92%185
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
51.25%
Pick Rate
1.40%
Games
281

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
SilverT351.25%1.40%281
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.14%
Pick Rate
0.88%
Games
176

Your abilities now have a health cost of 5% current health to cast them. In return, you gain ability power based on your missing health , up to 75 – 150 (based on level) at 70% missing health , 0% – 50% (based on missing health) bonus movement speed , and 0% – 20% (based on missing health) omnivamp .

View augment details
PrismaticT351.14%0.88%176
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.12%
Pick Rate
0.89%
Games
178

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
PrismaticT351.12%0.89%178
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.06%
Pick Rate
1.40%
Games
282

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

View augment details
PrismaticT351.06%1.40%282
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.99%
Pick Rate
1.01%
Games
202

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
PrismaticT350.99%1.01%202
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
50.68%
Pick Rate
0.73%
Games
146

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT350.68%0.73%146
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.26%
Pick Rate
0.97%
Games
195

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
PrismaticT350.26%0.97%195
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.70%
Pick Rate
0.83%
Games
167

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
PrismaticT349.70%0.83%167
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
48.40%
Pick Rate
1.09%
Games
219

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

View augment details
GoldT348.40%1.09%219
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
47.97%
Pick Rate
0.61%
Games
123

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

View augment details
GoldT347.97%0.61%123
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.80%
Pick Rate
1.02%
Games
205

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

View augment details
PrismaticT347.80%1.02%205
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.50%
Pick Rate
0.80%
Games
160

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

View augment details
PrismaticT347.50%0.80%160
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
47.12%
Pick Rate
0.95%
Games
191

Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance .

View augment details
SilverT347.12%0.95%191
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
46.39%
Pick Rate
0.83%
Games
166

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

View augment details
GoldT346.39%0.83%166
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
45.86%
Pick Rate
0.78%
Games
157

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

View augment details
SilverT345.86%0.78%157
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
45.67%
Pick Rate
0.63%
Games
127

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
PrismaticT345.67%0.63%127
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
45.59%
Pick Rate
1.35%
Games
272

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

View augment details
GoldT345.59%1.35%272
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
44.29%
Pick Rate
1.05%
Games
210

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
GoldT344.29%1.05%210
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
65.71%
Pick Rate
0.35%
Games
70

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
PrismaticT465.71%0.35%70
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
60.95%
Pick Rate
0.52%
Games
105

Grants 3 random Dragon Souls .

View augment details
PrismaticT460.95%0.52%105
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
56.73%
Pick Rate
0.52%
Games
104

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

View augment details
SilverT456.73%0.52%104
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.15%
Pick Rate
0.55%
Games
111

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
PrismaticT453.15%0.55%111
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
53.09%
Pick Rate
0.40%
Games
81

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

View augment details
GoldT453.09%0.40%81
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
53.04%
Pick Rate
0.57%
Games
115

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

View augment details
SilverT453.04%0.57%115
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
52.10%
Pick Rate
0.59%
Games
119

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
SilverT452.10%0.59%119
Hand of Baron Hand of Baron Hand of Baron Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.92%
Pick Rate
0.26%
Games
52

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

View augment details
PrismaticT451.92%0.26%52
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
51.28%
Pick Rate
0.39%
Games
78

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
SilverT451.28%0.39%78
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.50%
Pick Rate
0.50%
Games
101

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
PrismaticT449.50%0.50%101
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
49.02%
Pick Rate
0.25%
Games
51

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT449.02%0.25%51
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
48.28%
Pick Rate
0.29%
Games
58

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

View augment details
GoldT448.28%0.29%58
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
47.62%
Pick Rate
0.42%
Games
84

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT447.62%0.42%84
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
46.15%
Pick Rate
0.26%
Games
52

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
GoldT446.15%0.26%52
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
45.90%
Pick Rate
0.30%
Games
61

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
SilverT445.90%0.30%61
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
45.78%
Pick Rate
0.41%
Games
83

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

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PrismaticT445.78%0.41%83
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
45.76%
Pick Rate
0.29%
Games
59

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%.

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GoldT445.76%0.29%59
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
45.56%
Pick Rate
0.45%
Games
90

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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GoldT445.56%0.45%90
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
45.31%
Pick Rate
0.32%
Games
64

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.

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SilverT445.31%0.32%64
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
44.68%
Pick Rate
0.47%
Games
94

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 ).

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SilverT444.68%0.47%94
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
43.55%
Pick Rate
0.31%
Games
62

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.

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PrismaticT443.55%0.31%62
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.48%
Pick Rate
0.46%
Games
92

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
PrismaticT443.48%0.46%92
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
43.24%
Pick Rate
0.37%
Games
74

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

View augment details
SilverT443.24%0.37%74
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
41.79%
Pick Rate
0.33%
Games
67

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
PrismaticT441.79%0.33%67
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.10%
Pick Rate
0.36%
Games
73

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
PrismaticT441.10%0.36%73
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
40.00%
Pick Rate
0.40%
Games
80

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
PrismaticT440.00%0.40%80
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
39.47%
Pick Rate
0.38%
Games
76

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

View augment details
SilverT439.47%0.38%76

Zyra Skill Combos

Extracted from the skill order guide

Skill Order
QEW

Standard max: R whenever available, then Q > E > W.

RQEW

Default priority: R > Q > E > W.

REQW

Catch, root, or engage-follow-up focused augment: use R > E > Q > W when your team can actually kill rooted targets.

RQWE

Plant or summon-focused augment: usually use R > Q > W > E.

Zyra Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Zyra counters these champions in ARAM: Mayhem.

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

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

Yuumi Yuumi Yuumi T3
Tier
T3
Rank
#104
Win Rate
49.32%
Pick Rate
0.48%

Yuumi is an attach support who turns one strong teammate into a much harder target to kill. Her job is to stay linked to the right carry, add steady protection and poke, then swap hosts when the fight moves or the first partner is no longer safe. Her signature pattern is simple: attach, help your host trade, and only detach when there is a clear reason to reposition or follow a better engage. In ARAM: Mayhem, fights are faster and messier, so Yuumi rewards calm target selection more than fancy mechanics. Pick the teammate who can actually use your help, ride their aggression, and avoid getting stranded when the brawl breaks apart. View champion guide

Soraka Soraka Soraka T3
Tier
T3
Rank
#77
Win Rate
50.36%
Pick Rate
0.55%

Soraka the Starchild is a backline enchanter who wins fights by keeping allies alive longer than the enemy expects. Her core pattern is simple: stay behind your frontline, tag enemies when it is safe, silence or zone threats trying to dive, and spend your healing at the moment it denies a kill. In ARAM: Mayhem, the constant grouped fighting makes Soraka feel powerful but also very punishable. She shines when her team can protect a stable backline and take extended trades. She struggles when assassins, hard engage, or poke force her to heal too early. Play patiently, value positioning over greed, and make enemies commit badly before you spend your biggest saves. View champion guide

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

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

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

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

Read counter details

Countered By

6

Zyra is countered by these champions in ARAM: Mayhem.

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

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

Irelia Irelia Irelia T5
Tier
T5
Rank
#170
Win Rate
45.18%
Pick Rate
0.26%

Irelia the Blade Dancer Irelia is a mobile diver who thrives on reset mechanics and sustained fighting. Her entire gameplay loop revolves around stacking her passive, landing her ultimate to mark targets, and dashing repeatedly to chase down kills. She is a high-execution champion where positioning and timing matter more than raw stat-checking. In ARAM: Mayhem, the accelerated pace and constant team fighting actually favor her reset style. You get to team fight non-stop, which is exactly where Irelia wants to be. The mode's chaos gives her more opportunities to find resets, though she still needs to respect burst damage and heavy crowd control. Her signature pattern is simple: stack your passive on minions or approaching enemies, hit your ultimate to create kill zones, then dash through marked targets to reset and continue the chase. Miss your ultimate or enter a fight without passive stacks, and you will likely die before getting anything done. View champion guide

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

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

Fizz Fizz Fizz T1
Tier
T1
Rank
#30
Win Rate
53.38%
Pick Rate
0.71%

Fizz is a slippery melee assassin who looks for one clean opening, dives past the front line, and deletes a fragile target before they can fully answer. His signature pattern is simple: threaten with mobility, dodge the key retaliation, then commit when his shark or follow-up damage can force a panic fight. In ARAM: Mayhem, Fizz plays even more around timing than patience. The map keeps enemies close, so he gets frequent chances to punish low-health carries, but missed engages are punished fast because there is less room to reset. Pick him when your team can start fights or distract the enemy front line; play carefully when the enemy has layered crowd control, shields, or instant peel waiting for your dive. View champion guide

LeBlanc LeBlanc LeBlanc T5
Tier
T5
Rank
#171
Win Rate
42.78%
Pick Rate
0.41%

LeBlanc the Deceiver LeBlanc is a high-mobility burst mage designed to confuse and delete targets before vanishing. She plays as an assassin, darting in and out of fights to isolate squishy champions. Her signature pattern involves dashing in with Distortion, unloading a full combo, and snapping back to safety while the target explodes. In ARAM: Mayhem, her cooldowns drop fast enough to make her chain crowd control nearly constant. The chaotic pace means she can look for kills more aggressively, since her escape tool comes back quicker than in standard modes. She thrives when players overextend for Snowballs or overstay after a trade, punishing them with a quick engage and disengage. View champion guide

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

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

Read counter details

Zyra Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Amumu Amumu Amumu T3
Tier
T3
Rank
#62
Win Rate
50.44%
Pick Rate
0.53%

Amumu is a simple engage tank who starts fights, locks enemies in place, and lets his team pile damage onto grouped targets. His signature pattern is straightforward: look for a safe angle, land your bandage engage, then follow with his big area crowd control when multiple enemies are close enough to punish. In ARAM: Mayhem, Amumu likes the constant brawling because enemies are often packed together and fights start fast. That also means bad engages get punished quickly. Play him as the first button for your team, not a lone hero. If your carries are in range to follow, go in hard. If they are clearing waves or backing up, hold your engage and threaten space instead. He is entry-level friendly because his job is clear: absorb pressure, force grouped fights, and turn one caught target into a full teamfight. He struggles when enemies spread out, kite backward, or bait him into diving too far, so patience matters more than flashy mechanics. View champion guide

Highest-value Engage And Lockdown Partner

Amumu fixes Zyra’s biggest problem: enemies can sidestep her setup if nobody forces them to stay. His engage groups targets and gives Zyra time to place seeds, root through the choke, and drop her ultimate over the trapped area.

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

Brutal Aoe Follow-up When Zyra Controls Space

Zyra’s roots, plants, and ultimate make enemies hesitate or clump. Miss Fortune punishes that hesitation with wide-area damage. Zyra does not have to solo-kill targets here; she only has to make the enemy team stand in the wrong place for a moment.

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

Pick Chain, Trap Control, And Long-range Cleanup

Jhin loves targets who are already slowed, rooted, or forced to path predictably. Zyra creates those paths with plants and seeds, while Jhin extends the pick from a safer distance. Together they make the lane feel narrow even before a fight starts.

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

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

Frontline Engage, Terrain Pressure, And Safe Setup Time

Ornn gives Zyra a durable body in front of her and an engage pattern enemies must respect. His crowd control also buys time for Zyra to plant seeds before the fight fully breaks open. This matters because Zyra is much stronger when the battlefield is prepared, not when she is sprinting backward with no plants down.

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

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

Layered Control, Sustain, And Safer Extended Fights

Seraphine gives Zyra what she often lacks in messy ARAM fights: team-wide stability. Her shields, healing windows, and crowd control let Zyra survive poke long enough to set up plants, while Zyra’s zone control makes Seraphine’s own follow-up easier to land.

Zyra ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Core Role IdentityZyra is a poke mage and counter-engage support who chips enemies under turret and turns clustered fights with her ultimate, relying on slow bleed damage.She becomes a trap-setter and anti-dive controller who plans zones around the next collision rather than the current wave, focusing on making engages fail.Shift from passive poke to proactive zone preparation for incoming dives.
E Usage PriorityYou can fish with E frequently to poke or catch opponents, as the slower pace gives time to reset if the spell misses its target.E becomes your most critical stop button; a missed root creates a clear punish window for enemies to dive or engage while it is down.Hold E for guaranteed catches or to stop divers, avoiding casual poke fishing.
Plant and Seed ManagementSpamming seeds and Q for wave control and chip damage is often fine because the pace allows time to recover resources between trades.Random plants get cleared or bypassed; you must save seeds to punish dives and place plants where the fight will happen, not where enemies were.Reserve seeds for actual fights instead of wasting them on minion waves.
Ultimate TimingHer ultimate is often used for big damage when enemies clump together, waiting for the perfect multi-person hit to maximize impact.R is used to deny commitment and break enemy engages; cast it when divers are locked into a path rather than waiting for perfect highlights.Use R to disrupt committed dives immediately instead of holding for ideal moments.
Positioning and SpacingShe can stand near the lane side and throw spells around minions, relying on spacing to avoid direct threats during extended poke phases.Side positioning is risky against fast access; stand where E covers the route to carries and R punishes enemies after they commit to a dive.Position reactively to protect carries rather than farming damage from safe angles.

Champion Analysis

Role / Current performance

Overview

Zyra Rise of the Thorns is a ranged AoE mage in Hextech Mayhem defined by powerful zone control and area damage. Her passive, Rise of the Thorns, transforms her into a vengeful plant upon death that automatically attacks nearby enemies, ensuring she continues dealing damage even after falling, which is especially punishing in the confined ARAM terrain. Her primary poke ability, Deadly Spines, deals magic damage in a target area and causes any of her plants within range to attack, making seed placement critical. Rampant Growth allows her to plant seeds at target locations, which can be activated by Deadly Spines or Grasping Roots into attacking plants that harass enemies and amplify her damage output. Grasping Roots fires vines that root enemies and trigger seeds, serving as both a crowd control tool and a plant activator. Her ultimate, Stranglethorns, unleashes a massive vine thicket that deals high AoE magic damage and knocks up all enemies in the area while activating every seed into attacking plants, creating catastrophic damage in the narrow lane. Zyra’s damage pattern relies on strategically positioning seeds before fights and using her abilities to trigger them for sustained poke and burst during engagements. Her utility includes reliable crowd control through roots and a knock-up, which can lock down key targets or peel for allies. Positioning is essential: she must maintain distance to poke safely, using her CC to respond to engages while avoiding overextension. She is vulnerable when her abilities are on cooldown and when caught out of position without seeds ready. Practical strategic value comes from her ability to control chokepoints, force enemies out of position with plant pressure, and punish clustered teams. Her death passive ensures she contributes even when focused down, making her resilient in prolonged skirmishes. Zyra thrives when she can set up zones that enemies must avoid, dictating the flow of fights and providing consistent area damage. Without proper seed management, her damage falls off, but with careful play, she outputs immense pressure that disrupts enemy formations and complements other AoE-focused champions in ARAM team compositions.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Zyra wins Mayhem fights by making the lane uncomfortable before the fight starts. She is not a front-line mage but a zone controller who punishes enemies for walking through a bad angle, chasing too far, or grouping in a narrow lane. Play around plants, root threat, and ultimate as a fight breaker. Throwing everything at the first target loses the best punish window and makes Zyra easy to dive. Start fights from fog, brush, or behind the minion wave. Zyra’s engage is strongest when the enemy has to guess whether the root is coming through the wave, beside the wave, or after a teammate’s crowd control. Use root as a commitment check, not a poke button. If the enemy carry is behind tanks, hold it until they step sideways to cast. If a bruiser walks past their own front line, root them immediately and grow plants around that spot. Layer damage after the enemy spends movement. Root after a dash or Snowball follow-up, then place plants and ultimate where they must stand. Do not open with ultimate unless the target is already trapped or the team is ready; mobile enemies walk out and dive while the defensive button is gone. For counter-engage, wait for the follow-up or dash path, then root the landing zone and drop plants between the diver and the backline. Ult your own feet when two or more enemies cross into the team. Peel the nearest lethal target before chasing the lowest target. Save one seed or plant setup for the second wave of engage. Retreat diagonally, not straight back. Use plants as body pressure but do not rely on them to stop every projectile. If flash or major escape is down, shorten poke range and play one step behind normal position. After using ultimate defensively, leave the area unless the team is winning. Do not stack directly behind the tank; offset to one side so root threatens a different angle. Control side pockets around the minion wave. Respect long-range engage when the wave is gone. Use choke points to make dodging worse. Root the champion who must be stopped, not always the easiest to hit. Plants pressure fragile champions who cannot stop to clear them. Do not tunnel on a low-health target behind four allies. Use Snowball only when the landing point is already winning, and plan the exit first. Against enemy Snowball, watch the marked ally and place root and plants where the enemy will land. Choose augments that reward repeated spell hits, area control, immobilizing enemies, or surviving dive. Trigger offensive augments when the enemy is forced to stay in your zone. Push when plants are active and pull back when root and ultimate are down. Do not perma-clear if the team wants to bait. When behind, clear from max safe range and avoid planting too deep. Dive only after the enemy has used main disengage. If behind, look for counter-engage rather than neutral poke trades. Trade your life only when the zone wins the fight after you die.

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Playstyle Guide

Playstyle / Team structure

Play guide

Zyra Rise of the Thorns thrives on zone control and punishing enemy mistakes rather than forcing action. Her game plan centers on staying hard to reach, trading in short bursts, and resetting angles after every exchange. In the early game, position one step behind the front line or near a minion body to screen engages, hugging the wave side and keeping an escape angle open when the enemy has hard engage. Trade when the enemy steps up to last-hit or clear plants, then reset before they can answer. If a key gap closer or hook is wasted, punish immediately with a full spell pattern and plant follow-up; otherwise, keep the rhythm slow and force them to walk through your zone. Use Snowball as a punish tool on targets already slowed or trapped, not as a blind engage button. Augment choices should lean into spell damage, zone control, plant value, or sustained poke to win lane spacing. Usually stall first to make the enemy take awkward trades in your plant zone; push only after the enemy has burned resources. When ahead, step forward to cut off safe angles but do not dive alone. When behind, stop fishing for hero plays, play around minion bodies, and hold spells for punish rather than unwinnable poke trades. After a successful trade, push for breathing room or back up to reset plant control. As the mid game arrives, shift to the edge of fights rather than the center, covering approaches from side lanes. The rhythm becomes poke, pause, then punish — fire a spell to force movement, let the enemy shuffle, then tag whoever breaks formation. Snowball is stronger now because teams clump; use it on targets that have already used defensive tools or priority targets behind the front line, especially right after they commit forward and lose a clean retreat. Augment value starts to show: use spell-enhancing or area-based augments to turn one good hit into a fight-winning zone, saving explosive augments for moments the enemy groups too tightly. Push if your crowd control is ready and the team can step forward; stall if tools or safety are missing. When ahead, use plants to claim space before the enemy reaches the wave. When behind, switch to anti-engage duty, holding spells to stop dives and peel for carries. After a clean poke cycle, take ground if the enemy backs up or plant the area they must cross if they step forward. Late game demands even more careful positioning — stay layered behind the frontline and near teammates who can punish divers. Poke with patience, waiting for a face-check or burned mobility before unloading your full zone setup. Use Snowball as a fight starter only when the target is isolated or already marked; otherwise hold it and keep zoning. Late-game augments turn choke points into no-go zones, either through repeated pressure on the same area or burst saved for the first overstepping target. Push when the enemy is down resources and your plants can turn a wave into a siege; stall when your team needs cooldowns or the enemy wants a straight all-in. When ahead, keep enemies pinned in bad positions and deny their desired path. When behind, become pure denial — protect entrances, stop flanks, and focus damage on the diver or first overstepper. After each exchange, reset spacing first, then wave; if you won, convert to an objective angle; if you lost, retreat to a safer line and save your combo for the next overconfident advance.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

When you are winning with Zyra in ARAM: Mayhem, the trigger is your team controlling the first few waves, enemy health bars low before fights, or opponents walking through your plants to reach the wave. Your action shifts from backline passenger to owning the middle of the lane: place seeds where enemies must step to last-hit or contest health packs, then threaten root from fogged angles. This forces the enemy to either give up space and tempo or take plant chip damage and become killable. Convert poke into territory, not random damage. Move seed lines forward only when your frontline is close enough to punish, because spawning plants too far ahead without ally threat lets mobile champions dash past and force you to burn defensively. Use root as a punish button once enemies are slowed by pressure—when they stop to clear a plant or turn for a relic—not as a hopeful max-range opener. Missing root when ahead makes your zone feel fake. Layer ultimate after commitment, not before; wait for frontline engage, a diver, or targets stuck near your plants, then ult the escape path. Ult too early and they step back and wait it out. After a won fight, guard the reset by covering the path to your turret with seeds rather than chasing into fresh spawns and flank angles. Turn turret pressure into a trap by placing seeds slightly to the side of the minion wave, then punishing the first champion who uses mobility forward. Augments should protect your lead, not just inflate damage: favor survivability, recast uptime, or anti-dive options if your team has burst. Damage augments become greedy if assassins or Snowball divers can remove you before your plants matter. Respect the comeback window—when your root, seeds, and ultimate are spent, stand one screen farther back and let plants check the lane. You do not need to win every ten seconds; you need to make every enemy engage start badly. When you are behind, the trigger is your team unable to walk past the middle of the lane, your plants dying before they deal damage, or enemy engage forcing fights before you set up. Action: pull the fight toward your turret, use seeds as warning zones, and save root for the first enemy who overextends. This trades lost space for cleaner punish windows, which stabilizes a bad state. Clear waves first when the lane is collapsing; a dead wave buys time for cooldowns and health pack control. Place defensive seeds before the enemy reaches you—near carries, turret entrance, or Snowball paths—so the plant zone makes a diver hesitate or reveals their path. Hold root for guaranteed punish on a dash, Snowball follow-up, or carry overstep; rooting the wrong target while behind can make the next engage unrecoverable. Use ultimate defensively without feeling bad: ult the space divers must stand in, then root or plant around the retreat path. You may not kill them, but you force disengage and give your side room to clear or heal. Do not follow losing teammates into dead zones when your root and ultimate are not ready; Zyra cannot rescue a bad dive alone. Pick augments that solve the specific reason you are losing—anti-dive if assassins delete you, casting uptime if you cannot clear waves, or utility if you lack engage. Fight around enemy impatience: they step under turret, chase through plant zones, or split between hitting structure and diving. Root the champion who crosses too far, ult the clumped follow-up, and ping your team to hit the same target.

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Champion Background

Lore / Identity / Text block

Background copy

Zyra Rise of the Thorns controls space in ARAM: Mayhem through her seed-based plant system, where every spell becomes a layered threat. Her passive, Garden of Thorns, periodically spawns Seeds near her, and her basic abilities can turn those Seeds into attacking plants. In Mayhem’s fast, chaotic brawls, these Seeds act as temporary terrain that forces enemies to decide between walking through a damage zone or giving up position. Zyra excels when she stands slightly behind her Seed line, making opponents step through plants before they can reach her carries. Letting Seeds accumulate instead of instantly casting spells on the first target creates a buffer zone that slows enemy advances. Her Q, Deadly Spines, is her primary ranged poke and area damage tool, best used when enemies are locked into predictable movement such as last-hitting relics, clearing minions, or dodging allied crowd control. A near miss can still generate plant pressure if Seeds are nearby, but wasting Q into empty space leaves her vulnerable to being outpoked or outranged. Her W, Rampant Growth, gives her the ability to manually place Seeds, making the difference between relying on passive spawns and building her own fight location. W management is critical in Mayhem because depleting both Seeds for poke leaves her without a defensive plant zone when divers close in. Placing Seeds slightly off-center from minions directs plant attacks toward champions rather than the wave. Her E, Grasping Roots, is her most important catch and peel tool. It travels in a line, rooting enemies and activating Seeds into slowing plants. E is not casual poke; it is the spell that stops engages, punishes oversteps, and chains into her highest-damage combos. Missing E creates Zyra’s biggest punish window, forcing her to retreat and rely only on Q plants until the cooldown returns. Her ultimate, Stranglethorns, creates a large area that damages and threatens a delayed knock-up while supercharging any active plants inside it. This is a fight-winning button that should answer committed all-ins or secure high-value catches, not be thrown for minor poke. In teamfights, Zyra’s strength lies in splitting the lane into safe and unsafe sections. She wins fights by making the path forward expensive, layering her ultimate with allied crowd control, terrain pressure, or her own E to prevent calm disengages. However, her power is conditional on having Seeds available and spells off cooldown. Enemies counter her by stepping on Seeds, clearing plants, baiting her E, or fighting immediately after she uses her abilities without plant value. Zyra’s strategic identity in ARAM: Mayhem revolves around zone control, punishing predictable movement, and forcing opponents to respect the space she creates with her plants.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Zyra wins Mayhem fights by making the enemy walk through bad space. Most bad Zyra games come from trying to play her like a burst mage with no setup, or from dropping plants where they die before they matter. Casting a damage spell first and then placing seeds after it lands gives no instant plant pressure, allowing the enemy to step forward and eliminate the zone. The correct action is to prepare seeds before the spell so plants attack while the enemy is still in range. If seeds were already cast without, back up and wait for the next spell cycle. Throwing all seeds into the same obvious spot before a fight starts makes it easy for opponents to clear or avoid. Splitting seed placement across multiple angles makes Zyra harder to punish. If seeds get cleared early, stop contesting that ground and rebuild control around carries. Using the root as casual poke into a full enemy team is dangerous because when a diver approaches, the main peel tool is gone; root should be used with purpose, such as catching a target that cannot dodge or peeling a dash-in. A whiffed root requires positioning behind minions or tanks until it returns. Ulting after everyone has already left the plant zone is dramatic but ineffective; the ultimate should be cast when enemies are already committed, rooted, or forced to walk through plants. If the ultimate hits empty space, reset behind the team and use the remaining zone defensively. Standing still while plants work makes Zyra predictable and vulnerable to skillshots; after spawning plants, move sideways or backward to force enemies to choose between clearing plants or dodging. Creating plants directly into instant area damage causes them to vanish without pressuring; instead, watch enemy cooldowns and spawn seeds off-angle when their area damage is down. Rooting through the minion wave without checking the line often hits minions and gives the enemy a free window; aim root through gaps or after thinning out the wave. Playing in front of tanks to get more poke range makes Zyra the engage target; she should stand just behind frontline or beside a carry. If overstepped and forced out, abandon poke momentarily and re-enter from behind. Treating every root hit as an all-in signal leads to bad team dives; before committing, check target type and ally distance. If the team starts a bad engage, shift to peeling defensively. Saving ultimate too long for a perfect multi-target fight often causes losing real fights; use it to protect a carry, win a choke, or punish a diver. Building augments without a plan for the team’s damage pattern leaves Zyra without threat or survivability; if the setup feels wrong midgame, change roles—a low-burst Zyra can protect carries while a fragile damage Zyra plays farther back. Ignoring enemy engage tools while winning poke trades results in being caught; track the champion who can reach first and keep seeds defensively. Fighting in open space when a choke is available lets enemies dodge around plants; set up near narrow lanes, waves, or objectives. Using plants only for damage and not for information or denial misses chances to discourage flanks; place seeds where enemies want to enter, not just where they stand. Chasing low-health targets past the plant field leaves the strong zone and invites counter-engage; let plants and allies finish unless the chase is clearly free. If plants are alive, root is respected, and ultimate is held for a real commitment, Zyra is miserable to walk into. Spending everything for random poke gives the enemy a clean punish window.

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FAQ

Zyra

FAQ

Is Zyra a good pick in ARAM: Mayhem? Yes, Zyra is strong when your team can fight around space she already controls. Pick her when you want poke, zone control, and follow-up crowd control instead of a pure burst mage. The tradeoff is that she is fragile, so bad positioning gets punished fast if enemies can dive past your plants. What is Zyra’s main job in a Mayhem fight? Your job is to make the enemy walk through bad ground before they can hit your carries. Place seeds and plants where enemies must pass, then punish anyone who steps forward with root or burst. If you chase too far, you lose your setup advantage and become an easy target. Should I play Zyra aggressively or defensively? Play aggressively when your team has poke, engage backup, or a frontline holding the bridge. Play defensively when assassins, divers, or Snowball users are looking for you. Zyra wins by forcing enemies into her area, not by face-checking for a single spell.

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