ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T1 Rank #2

Seraphine ARAM Mayhem Build & Best Augments

Seraphine role and playstyle: baseline role is AP support backline, with a core identity built around utility and crowd control. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Key ARAM traits include wide-area impact, charm engage, long-range poke, healing, speed utility. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Low execution: straightforward patterns make the champion approachable for newer ARAM players. 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.

Seraphine Seraphine the Starry-Eyed Songstress Mage / Support
TierT1
Rank#2
Win Rate56.33%
Pick Rate0.94%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Moonstone Renewer Moonstone Renewer Moonstone Renewer
Total Price
2,200
Price
500

+25 Ability Power +200 Health +20 Ability Haste +125% Base Mana Regen Starlit Grace Healing or shielding an ally chains the effect to another ally (excluding yourself), healing 30% or shielding 35% of the original amount.

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.

Whispering Circlet Whispering Circlet Whispering Circlet
Total Price
2,250
Price
850

+200 Health +8% Heal and Shield Power +75% Base Mana Regen +300 Mana Harmony Gain % Heal and Shield Power. Manaflow (8s, max 5 charges) Landing Abilities grants 4 max Mana (doubled vs. champions). Transforms into Diadem of Songs at 360 max Mana.

Win Rate52.21%
Pick Rate10.23%
#2
Moonstone Renewer Moonstone Renewer Moonstone Renewer
Total Price
2,200
Price
500

+25 Ability Power +200 Health +20 Ability Haste +125% Base Mana Regen Starlit Grace Healing or shielding an ally chains the effect to another ally (excluding yourself), healing 30% or shielding 35% of the original amount.

Whispering Circlet Whispering Circlet Whispering Circlet
Total Price
2,250
Price
850

+200 Health +8% Heal and Shield Power +75% Base Mana Regen +300 Mana Harmony Gain % Heal and Shield Power. Manaflow (8s, max 5 charges) Landing Abilities grants 4 max Mana (doubled vs. champions). Transforms into Diadem of Songs at 360 max Mana.

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

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

Win Rate50.62%
Pick Rate7.27%
#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.

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.

Moonstone Renewer Moonstone Renewer Moonstone Renewer
Total Price
2,200
Price
500

+25 Ability Power +200 Health +20 Ability Haste +125% Base Mana Regen Starlit Grace Healing or shielding an ally chains the effect to another ally (excluding yourself), healing 30% or shielding 35% of the original amount.

Win Rate47.16%
Pick Rate5.31%

Situational itemstop 12

Moonstone Renewer Moonstone Renewer Moonstone Renewer
Total Price
2,200
Price
500

+25 Ability Power +200 Health +20 Ability Haste +125% Base Mana Regen Starlit Grace Healing or shielding an ally chains the effect to another ally (excluding yourself), healing 30% or shielding 35% of the original amount.

51.16%
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.

51.53%
Whispering Circlet Whispering Circlet Whispering Circlet
Total Price
2,250
Price
850

+200 Health +8% Heal and Shield Power +75% Base Mana Regen +300 Mana Harmony Gain % Heal and Shield Power. Manaflow (8s, max 5 charges) Landing Abilities grants 4 max Mana (doubled vs. champions). Transforms into Diadem of Songs at 360 max Mana.

52.75%
Redemption Redemption Redemption
Total Price
2,300
Price
850

+30 Ability Power +15 Ability Haste +100% Base Mana Regen +10% Heal and Shield Power Intervention Restore 150 - +350 Health to allied units and deal 10% max Health true damage to enemy champions after 2.5 seconds.

49.09%
Echoes of Helia Echoes of Helia Echoes of Helia
Total Price
2,200
Price
500

+35 Ability Power +200 Health +20 Ability Haste +125% Base Mana Regen Soul Siphon Gain 35% of pre-mitigation damage dealt to champions as Soul Charges. Healing or Shielding an ally consumes all Soul Charges to restore Health.

55.97%
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.

50.10%
Ardent Censer Ardent Censer Ardent Censer
Total Price
2,200
Price
700

+45 Ability Power +10% Heal and Shield Power +125% Base Mana Regen +4% Move Speed Sanctify Healing or Shielding an ally enhances you both for 6 seconds, granting +25% Attack Speed and 20 magic damage On-Hit.

52.88%
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.

49.82%
Dawncore Dawncore Dawncore
Total Price
2,500
Price
450

+45 Ability Power +16% Heal and Shield Power +100% Base Mana Regen First Light Gain +2% Heal and Shield Power and +10 Ability Power per +100% Base Mana Regen .

53.85%
Staff of Flowing Water Staff of Flowing Water Staff of Flowing Water
Total Price
2,250
Price
800

+35 Ability Power +10% Heal and Shield Power +125% Base Mana Regen +10 Ability Haste Rapids Healing or Shielding an ally grants you both +40 Ability Power and +15 Ability Haste for 6 seconds.

57.07%
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.

45.80%
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%.

45.85%

Starting items

Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

51.01%
Bandleglass Mirror Bandleglass Mirror Bandleglass Mirror
Total Price
900
Price
50

+20 Ability Power +100% Base Mana Regen +10 Ability Haste

51.01%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

55.01%
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.

55.01%
Bandleglass Mirror Bandleglass Mirror Bandleglass Mirror
Total Price
900
Price
50

+20 Ability Power +100% Base Mana Regen +10 Ability Haste

55.01%
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.

50.49%
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.

50.49%

Core items

#1
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.

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 Rate48.29%
Pick Rate14.10%
#2
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.

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

+12 Magic Penetration +45 Move Speed

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.

Win Rate49.87%
Pick Rate9.00%
#3
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.

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

+12 Magic Penetration +45 Move Speed

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.

Win Rate49.95%
Pick Rate4.67%

Situational itemstop 12

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

+12 Magic Penetration +45 Move Speed

48.92%
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%.

48.38%
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.

49.09%
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.

48.71%
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.

48.45%
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.

48.74%
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%.

49.66%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

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

49.87%
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.

45.41%
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.

50.70%
Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.

49.66%
Cryptbloom Cryptbloom Cryptbloom
Total Price
3,000
Price
200

+75 Ability Power +30% Magic Penetration +20 Ability Haste Life from Death When a champion that you damaged within 3 seconds dies, a nova spreads from their corpse that heals.

48.80%

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.

49.49%
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.

49.49%
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.

50.87%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

48.91%
Guardian's Orb Guardian's Orb Guardian's Orb
Total Price
950
Price
950

+50 Ability Power +150 Health Recovery: Restores +10 Mana every 5 seconds. If you can't gain mana, restores +15 Health instead.

48.91%

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
64.76%
Pick Rate
5.85%
Games
1,518

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
GoldT164.76%5.85%1,518
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
62.62%
Pick Rate
8.55%
Games
2,218

Gain ability haste equal to 30% AP .

View augment details
PrismaticT162.62%8.55%2,218
Sonata Sonata Sonata Gold
Rarity
Gold
Tier
T3
Win Rate
62.50%
Pick Rate
11.26%
Games
2,920

Alternate between automatically casting a modified version of Sona's Aria of Perseverance and modified Song of Celerity , with the former being cast first (10 second cooldown). Aria of Perseverance: Heal yourself for 60 (+ 60% AP) and send out a tone to the most wounded allied champion within 1000 units that heals them for the same amount. Additionally, generate an aura that grants you and tagged allied champions a 80 (+ 40% AP) shield for 1. 5 seconds. Song of Celerity: Gain 30% bonus movement speed for 7 seconds. If you take damage during this time, the duration ends prematurely once or if 3 seconds have elapsed. Additionally, generate an aura that grants tagged allied champions 20% bonus movement speed for 3 seconds.

View augment details
GoldT162.50%11.26%2,920
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
61.56%
Pick Rate
10.02%
Games
2,599

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
SilverT161.56%10.02%2,599
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
60.90%
Pick Rate
4.86%
Games
1,261

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
SilverT160.90%4.86%1,261
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
60.90%
Pick Rate
5.84%
Games
1,514

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

View augment details
GoldT160.90%5.84%1,514
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
60.69%
Pick Rate
6.04%
Games
1,567

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
GoldT160.69%6.04%1,567
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
60.67%
Pick Rate
7.26%
Games
1,884

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
PrismaticT160.67%7.26%1,884
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
59.19%
Pick Rate
4.76%
Games
1,235

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT159.19%4.76%1,235
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
58.68%
Pick Rate
13.54%
Games
3,512

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.

View augment details
GoldT158.68%13.54%3,512
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
58.56%
Pick Rate
11.49%
Games
2,980

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
GoldT158.56%11.49%2,980
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
58.29%
Pick Rate
7.12%
Games
1,846

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
SilverT158.29%7.12%1,846
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
57.37%
Pick Rate
16.06%
Games
4,164

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

View augment details
GoldT157.37%16.06%4,164
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
57.26%
Pick Rate
7.09%
Games
1,839

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
PrismaticT157.26%7.09%1,839
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
56.30%
Pick Rate
6.71%
Games
1,739

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

View augment details
GoldT156.30%6.71%1,739
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
55.88%
Pick Rate
4.62%
Games
1,199

Grants 18% armor penetration and magic penetration .

View augment details
GoldT155.88%4.62%1,199
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
55.75%
Pick Rate
8.18%
Games
2,122

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

View augment details
SilverT155.75%8.18%2,122
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
55.18%
Pick Rate
6.85%
Games
1,776

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT155.18%6.85%1,776
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
55.13%
Pick Rate
7.36%
Games
1,910

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

View augment details
PrismaticT155.13%7.36%1,910
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
54.58%
Pick Rate
9.39%
Games
2,435

Grants 20% heal and shield power .

View augment details
SilverT154.58%9.39%2,435
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
53.94%
Pick Rate
5.73%
Games
1,485

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
GoldT153.94%5.73%1,485
All For You All For You All For You Gold
Rarity
Gold
Tier
T4
Win Rate
53.72%
Pick Rate
8.20%
Games
2,126

Your heals and shields on allied champions are increased in effectiveness by 30%.

View augment details
GoldT153.72%8.20%2,126
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
53.41%
Pick Rate
7.58%
Games
1,966

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
GoldT153.41%7.58%1,966
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
53.36%
Pick Rate
5.39%
Games
1,398

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

View augment details
GoldT153.36%5.39%1,398
Sonic Boom Sonic Boom Sonic Boom Silver
Rarity
Silver
Tier
T4
Win Rate
52.80%
Pick Rate
6.41%
Games
1,663

Granting a buff , heal , or shield to your ally deals 30 – 150 (based on level) true damage to enemies within 450 units of them and slows targets by 30% for 2 seconds (2 second cooldown).

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SilverT152.80%6.41%1,663
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
52.44%
Pick Rate
5.21%
Games
1,350

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

View augment details
SilverT152.44%5.21%1,350
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
51.38%
Pick Rate
7.42%
Games
1,925

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

View augment details
GoldT151.38%7.42%1,925
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
65.33%
Pick Rate
2.21%
Games
574

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

View augment details
PrismaticT265.33%2.21%574
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
63.80%
Pick Rate
3.00%
Games
779

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

View augment details
SilverT263.80%3.00%779
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
61.84%
Pick Rate
3.30%
Games
857

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

View augment details
GoldT261.84%3.30%857
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
60.87%
Pick Rate
2.57%
Games
667

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
GoldT260.87%2.57%667
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
59.89%
Pick Rate
3.35%
Games
870

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
PrismaticT259.89%3.35%870
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
59.30%
Pick Rate
2.22%
Games
575

Gain 1750 upon acquiring this augment.

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GoldT259.30%2.22%575
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
59.20%
Pick Rate
2.81%
Games
728

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

View augment details
GoldT259.20%2.81%728
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
59.17%
Pick Rate
2.97%
Games
769

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT259.17%2.97%769
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
58.97%
Pick Rate
3.96%
Games
1,026

Grants 60 ability haste .

View augment details
GoldT258.97%3.96%1,026
Windspeaker's Blessing Windspeaker's Blessing Windspeaker's Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
58.69%
Pick Rate
2.88%
Games
748

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

View augment details
PrismaticT258.69%2.88%748
Upgrade Mikaels Blessing Upgrade Mikaels Blessing Upgrade Mikaels Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
58.64%
Pick Rate
2.10%
Games
544

获得【米凯尔的祝福】。将【米凯尔的祝福】的冷却时间缩减至45秒。使用【米凯尔的祝福】的主动效果时,对附近的友军施放一道光波,清除其限制和定身效果,回复?生命值,并且提供持续3秒的65%韧性。

View augment details
PrismaticT258.64%2.10%544
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
58.23%
Pick Rate
2.22%
Games
577

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
SilverT258.23%2.22%577
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
57.84%
Pick Rate
3.00%
Games
778

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

View augment details
GoldT257.84%3.00%778
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
57.70%
Pick Rate
3.98%
Games
1,033

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
SilverT257.70%3.98%1,033
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
57.41%
Pick Rate
4.14%
Games
1,073

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
GoldT257.41%4.14%1,073
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
57.38%
Pick Rate
3.74%
Games
969

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
SilverT257.38%3.74%969
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
57.06%
Pick Rate
4.04%
Games
1,048

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
PrismaticT257.06%4.04%1,048
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
56.58%
Pick Rate
1.96%
Games
509

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

View augment details
GoldT256.58%1.96%509
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
56.26%
Pick Rate
1.94%
Games
503

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

View augment details
PrismaticT256.26%1.94%503
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
56.14%
Pick Rate
2.92%
Games
757

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
GoldT256.14%2.92%757
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
55.88%
Pick Rate
2.53%
Games
655

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

View augment details
SilverT255.88%2.53%655
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
55.86%
Pick Rate
3.00%
Games
777

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
PrismaticT255.86%3.00%777
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
55.77%
Pick Rate
1.80%
Games
468

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
GoldT255.77%1.80%468
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
55.27%
Pick Rate
2.74%
Games
711

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
GoldT255.27%2.74%711
Empyrean Promise Empyrean Promise Empyrean Promise Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
55.03%
Pick Rate
2.19%
Games
567

Replace a summoner spell with Empyrean Promise's Vigilance active. Additionally, gain 15% heal and shield power . Active - Vigilance: After a 0. 25 -second delay, dash to the current location of the target allied champion and gain a 100 – 250 (based on level) (+ 100% AP) (+ 10% bonus health) shield for 3 seconds. Upon arrival, grant the ally the same shield (20 second cooldown; 2000 range).

View augment details
PrismaticT255.03%2.19%567
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
55.00%
Pick Rate
2.24%
Games
580

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

View augment details
GoldT255.00%2.24%580
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
54.90%
Pick Rate
4.13%
Games
1,071

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
SilverT254.90%4.13%1,071
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
54.33%
Pick Rate
2.23%
Games
578

【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
SilverT254.33%2.23%578
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
53.90%
Pick Rate
3.02%
Games
783

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

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GoldT253.90%3.02%783
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
53.65%
Pick Rate
3.01%
Games
781

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

View augment details
GoldT253.65%3.01%781
I'm a Baby Kitty Where is Mama I'm a Baby Kitty Where is Mama I'm a Baby Kitty Where is Mama Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.63%
Pick Rate
2.39%
Games
619

Bind with the nearest allied champion to you after 2 seconds, forming a tether between you and them (400 radius). While the tether persists, you gain 75% bonus movement speed and 50% heal and shield power . Additionally, gain 37. 5 % bonus movement speed while facing your bound ally within 1500 units. The tether will break when you or your bound ally dies, allowing you to form a new tether.

View augment details
PrismaticT253.63%2.39%619
Crack Open That Egg Crack Open That Egg Crack Open That Egg Silver
Rarity
Silver
Tier
T5
Win Rate
52.88%
Pick Rate
2.34%
Games
607

Your shields detonate upon expiration, creating an explosion that deals magic damage equal to 100% of the shield's strength to nearby enemies.

View augment details
SilverT252.88%2.34%607
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.58%
Pick Rate
2.54%
Games
660

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

View augment details
PrismaticT252.58%2.54%660
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
52.19%
Pick Rate
3.00%
Games
778

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

View augment details
GoldT252.19%3.00%778
Circle of Death Circle of Death Circle of Death Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.50%
Pick Rate
2.32%
Games
602

Healing and health regeneration you do causes you to deal 70% of that value in magic damage to the nearest enemy champion within 1000 units.

View augment details
PrismaticT251.50%2.32%602
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.12%
Pick Rate
2.07%
Games
538

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

View augment details
PrismaticT251.12%2.07%538
Empowered By The Faithful Empowered By The Faithful Empowered By The Faithful Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.76%
Pick Rate
4.32%
Games
1,121

Granting a heal or shield to an allied champion blesses them for 8 seconds. Whenever a blessed ally damages an enemy champion, you generate a stack of Devotion , stacking up to 50 times. Upon reaching maximum stacks, you unleash a shockwave that deals 50 – 300 (based on level) (+ 750% heal and shield power) magic damage to nearby enemies. Enemy champions damaged below a percentage of their maximum health equal to 25% of your heal and shield power are executed .

View augment details
PrismaticT250.76%4.32%1,121
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
65.45%
Pick Rate
1.16%
Games
301

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
GoldT365.45%1.16%301
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
63.07%
Pick Rate
1.18%
Games
306

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
SilverT363.07%1.18%306
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
62.27%
Pick Rate
1.67%
Games
432

Gain 2 Stat Anvils .

View augment details
SilverT362.27%1.67%432
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
61.89%
Pick Rate
0.94%
Games
244

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
SilverT361.89%0.94%244
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
60.35%
Pick Rate
1.75%
Games
454

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
SilverT360.35%1.75%454
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
60.17%
Pick Rate
1.37%
Games
354

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
GoldT360.17%1.37%354
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
60.11%
Pick Rate
1.35%
Games
351

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
GoldT360.11%1.35%351
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
60.00%
Pick Rate
1.12%
Games
290

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
PrismaticT360.00%1.12%290
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
59.84%
Pick Rate
1.41%
Games
366

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
PrismaticT359.84%1.41%366
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
59.64%
Pick Rate
1.70%
Games
441

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
GoldT359.64%1.70%441
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
59.41%
Pick Rate
1.17%
Games
303

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT359.41%1.17%303
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
58.80%
Pick Rate
0.96%
Games
250

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
GoldT358.80%0.96%250
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
58.22%
Pick Rate
1.38%
Games
359

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

View augment details
SilverT358.22%1.38%359
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
57.74%
Pick Rate
1.30%
Games
336

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
SilverT357.74%1.30%336
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
57.63%
Pick Rate
1.47%
Games
380

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

View augment details
GoldT357.63%1.47%380
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
57.29%
Pick Rate
1.48%
Games
384

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
GoldT357.29%1.48%384
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
57.27%
Pick Rate
1.30%
Games
337

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
PrismaticT357.27%1.30%337
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
56.74%
Pick Rate
1.37%
Games
356

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
PrismaticT356.74%1.37%356
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
56.56%
Pick Rate
1.23%
Games
320

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

View augment details
SilverT356.56%1.23%320
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
56.43%
Pick Rate
1.08%
Games
280

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

View augment details
SilverT356.43%1.08%280
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
55.83%
Pick Rate
0.93%
Games
240

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

View augment details
GoldT355.83%0.93%240
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.74%
Pick Rate
1.14%
Games
296

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

View augment details
PrismaticT355.74%1.14%296
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
55.65%
Pick Rate
0.96%
Games
248

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
PrismaticT355.65%0.96%248
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
55.62%
Pick Rate
1.30%
Games
338

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
GoldT355.62%1.30%338
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
54.93%
Pick Rate
1.72%
Games
446

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
GoldT354.93%1.72%446
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
54.51%
Pick Rate
1.11%
Games
288

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
SilverT354.51%1.11%288
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
53.78%
Pick Rate
0.92%
Games
238

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

View augment details
GoldT353.78%0.92%238
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
53.75%
Pick Rate
1.18%
Games
307

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

View augment details
GoldT353.75%1.18%307
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
53.09%
Pick Rate
0.94%
Games
243

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

View augment details
SilverT353.09%0.94%243
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
52.86%
Pick Rate
0.88%
Games
227

Grants 50% critical strike chance .

View augment details
GoldT352.86%0.88%227
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
51.05%
Pick Rate
0.92%
Games
239

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

View augment details
GoldT351.05%0.92%239
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.44%
Pick Rate
0.88%
Games
228

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
PrismaticT350.44%0.88%228
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.70%
Pick Rate
1.04%
Games
269

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

View augment details
PrismaticT348.70%1.04%269
Mighty Shield Mighty Shield Mighty Shield Silver
Rarity
Silver
Tier
T5
Win Rate
48.21%
Pick Rate
0.86%
Games
224

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

View augment details
SilverT348.21%0.86%224
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
48.20%
Pick Rate
1.50%
Games
388

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT348.20%1.50%388
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
46.81%
Pick Rate
0.91%
Games
235

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
GoldT346.81%0.91%235
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
63.04%
Pick Rate
0.35%
Games
92

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
PrismaticT463.04%0.35%92
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
62.77%
Pick Rate
0.53%
Games
137

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
PrismaticT462.77%0.53%137
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
62.57%
Pick Rate
0.69%
Games
179

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT462.57%0.69%179
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
60.13%
Pick Rate
0.61%
Games
158

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

View augment details
SilverT460.13%0.61%158
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
59.78%
Pick Rate
0.35%
Games
92

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT459.78%0.35%92
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
59.09%
Pick Rate
0.85%
Games
220

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
PrismaticT459.09%0.85%220
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
58.97%
Pick Rate
0.60%
Games
156

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

View augment details
GoldT458.97%0.60%156
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
58.47%
Pick Rate
0.71%
Games
183

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
PrismaticT458.47%0.71%183
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
58.16%
Pick Rate
0.38%
Games
98

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

View augment details
GoldT458.16%0.38%98
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
57.98%
Pick Rate
0.46%
Games
119

Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ).

View augment details
SilverT457.98%0.46%119
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
57.65%
Pick Rate
0.76%
Games
196

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
PrismaticT457.65%0.76%196
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
57.04%
Pick Rate
0.55%
Games
142

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

View augment details
PrismaticT457.04%0.55%142
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
56.93%
Pick Rate
0.78%
Games
202

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

View augment details
GoldT456.93%0.78%202
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
56.65%
Pick Rate
0.67%
Games
173

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
SilverT456.65%0.67%173
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
56.03%
Pick Rate
0.45%
Games
116

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
SilverT456.03%0.45%116
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.94%
Pick Rate
0.55%
Games
143

Grants 3 random Dragon Souls .

View augment details
PrismaticT455.94%0.55%143
Trueshot Prodigy Trueshot Prodigy Trueshot Prodigy Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
55.93%
Pick Rate
0.68%
Games
177

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
PrismaticT455.93%0.68%177
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
55.63%
Pick Rate
0.62%
Games
160

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
PrismaticT455.63%0.62%160
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
54.70%
Pick Rate
0.70%
Games
181

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
GoldT454.70%0.70%181
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
54.60%
Pick Rate
0.67%
Games
174

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

View augment details
SilverT454.60%0.67%174
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
54.55%
Pick Rate
0.42%
Games
110

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
PrismaticT454.55%0.42%110
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
54.26%
Pick Rate
0.50%
Games
129

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

View augment details
PrismaticT454.26%0.50%129
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
53.66%
Pick Rate
0.47%
Games
123

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

View augment details
SilverT453.66%0.47%123
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
51.65%
Pick Rate
0.35%
Games
91

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
SilverT451.65%0.35%91
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
51.27%
Pick Rate
0.61%
Games
158

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
SilverT451.27%0.61%158
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
50.98%
Pick Rate
0.39%
Games
102

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

View augment details
SilverT450.98%0.39%102
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
50.34%
Pick Rate
0.57%
Games
147

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

View augment details
GoldT450.34%0.57%147
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
49.47%
Pick Rate
0.37%
Games
95

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
SilverT449.47%0.37%95
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.38%
Pick Rate
0.80%
Games
207

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
PrismaticT446.38%0.80%207
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.53%
Pick Rate
0.47%
Games
123

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
PrismaticT445.53%0.47%123
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
45.16%
Pick Rate
0.60%
Games
155

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
SilverT445.16%0.60%155
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
66.10%
Pick Rate
0.23%
Games
59

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

View augment details
PrismaticT566.10%0.23%59
Hand of Baron Hand of Baron Hand of Baron Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
60.00%
Pick Rate
0.21%
Games
55

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

View augment details
PrismaticT560.00%0.21%55
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
57.47%
Pick Rate
0.34%
Games
87

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
PrismaticT557.47%0.34%87
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
56.94%
Pick Rate
0.28%
Games
72

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

View augment details
PrismaticT556.94%0.28%72
Poltergeist Poltergeist Poltergeist Silver
Rarity
Silver
Tier
T5
Win Rate
56.86%
Pick Rate
0.20%
Games
51

Replace a summoner spell with Poltergeist . Poltergeist: Casts both Barrier and Ghost on yourself, both lasting 5 seconds and with the former granting a shield for 110 – 440 (based on level) and the latter granting 30% bonus movement speed .

View augment details
SilverT556.86%0.20%51
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
56.06%
Pick Rate
0.25%
Games
66

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

View augment details
PrismaticT556.06%0.25%66
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
55.77%
Pick Rate
0.20%
Games
52

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

View augment details
SilverT555.77%0.20%52
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
53.75%
Pick Rate
0.31%
Games
80

Gain 15% omnivamp .

View augment details
SilverT553.75%0.31%80
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
53.75%
Pick Rate
0.31%
Games
80

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT553.75%0.31%80
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.47%
Pick Rate
0.26%
Games
68

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

View augment details
PrismaticT551.47%0.26%68
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
51.14%
Pick Rate
0.34%
Games
88

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

View augment details
GoldT551.14%0.34%88
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.68%
Pick Rate
0.28%
Games
73

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

View augment details
PrismaticT550.68%0.28%73
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
49.23%
Pick Rate
0.25%
Games
65

Gain Shaco's Backstab , Deceive and Hallucinate's explosion. Replace a summoner spell with Deceive . Passive - Backstab: Your basic attacks deal 20 – 35 (based on level) (+ 50% bonus AD) (+ 35% AP) bonus physical damage on-hit when hitting an enemy from behind. Active - Deceive: Become invisible for up to 3 seconds and blink to the target location within 400 units after a 0. 125 -second delay. Your next basic attack while in stealth deals 100 (+ 150% bonus AD) (+ 55% AP) bonus physical damage , increased to [ 155 (+ 232. 5 % bonus AD) (+ 85. 25 % AP) bonus physical damage ] if Backstab was applied (45 second cooldown). Passive - Hallucinate Death: Upon your death, release an explosion in a 350 radius of your death location, dealing 25% of target's maximum health true damage to enemies within. Additionally, you deploy a box at the location of your death that instantly fears nearby enemies for 1 second. This box does not attack but lasts for 3 seconds.

View augment details
PrismaticT549.23%0.25%65
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
47.44%
Pick Rate
0.30%
Games
78

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

View augment details
GoldT547.44%0.30%78
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.37%
Pick Rate
0.29%
Games
76

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

View augment details
PrismaticT547.37%0.29%76
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.15%
Pick Rate
0.25%
Games
65

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

View augment details
PrismaticT546.15%0.25%65
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
45.24%
Pick Rate
0.32%
Games
84

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

View augment details
GoldT545.24%0.32%84

Seraphine Skill Combos

Extracted from the skill order guide

Skill Order
RQWE

Normal order: R > Q > W > E.

RWQE

If your augment strongly rewards shielding, healing, ally protection, or surviving burst, use R > W > Q > E.

RQEW

If your augment rewards crowd control, immobilized targets, or setting up allied damage, consider R > Q > E > W or R > E > Q > W.

REQW

If your augment rewards crowd control, immobilized targets, or setting up allied damage, consider R > Q > E > W or R > E > Q > W.

Seraphine Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Seraphine counters these champions in ARAM: Mayhem.

Darius Darius Darius T4
Tier
T4
Rank
#149
Win Rate
47.24%
Pick Rate
0.50%

Darius the Hand of Noxus Darius is a juggernaut designed to run people down and execute them. His entire identity revolves around bleed stacks and his ultimate, Noxian Guillotine. You hit things, you stack passive damage, and you dunk them when they get low. In ARAM: Mayhem, he becomes a lane bully with terrifying reset potential. He plays as a frontliner who wants extended fights. Unlike burst mages or assassins, Darius needs time to stack his passive, Hemorrhage. Once he hits five stacks on a target—or max stacks on anyone—he gains massive attack damage and applies bleed instantly to everyone he hits. This is his "win condition" in every skirmish. Mayhem mode accelerates his strengths. Faster gold and experience mean he hits his item spikes sooner. The constant fighting gives him endless opportunities to stack his passive and heal off crowds. His biggest weakness—getting kited—still exists, but the mode's chaos often lets him close gaps when enemies overextend for poke. You pick Darius when your team needs a durable threat who can clean up fights. He excels at punishing squishies who get caught by Snowball or crowd control. If enemies clump up, his Q healing and passive spread turn him into a raid boss. Just don't expect to dive five people alone without backup. View champion guide

Garen Garen Garen T4
Tier
T4
Rank
#134
Win Rate
46.93%
Pick Rate
0.64%

Garen, The Might of Demacia Garen is a juggernaut designed to run people down and spin them to death. In standard modes, he is known for his passive health regeneration and simple execution pattern. He acts as a durable frontliner who punishes mistakes with silence and burst damage. His signature pattern is straightforward: close the gap, hit his Decisive Strike to silence, spin with Judgment, and finish low-health targets with Demacian Justice. He thrives in extended fights where his passive can tick between trades. In ARAM: Mayhem, Garen becomes a relentless raid boss. The single lane removes his flanking options, but the constant fighting actually favors his sustain and cooldown reduction mechanics. He can spin far more often, and his ultimate comes up quickly when he gets takedowns. Instead of waiting for the perfect engage, Garen in Mayhem is about constant pressure—absorb damage, reset, and spin again. View champion guide

Sett Sett Sett T1
Tier
T1
Rank
#11
Win Rate
54.29%
Pick Rate
0.70%

Sett is a frontline bruiser who wins by walking into the fight, forcing someone to deal with him, then turning that pressure into a big counterpunch. He is simple to start: grab targets when they step too close, keep punching through the brawl, and save your hardest hit for the moment enemies commit into you. His signature pattern is all about timing. If Sett reaches the enemy backline or catches a diver near his team, he can start a fight fast and make the return damage hurt. In ARAM: Mayhem, the constant grouped fights give him more chances to find those scrappy moments, but they also punish bad entries harder. Go in when your team can follow, use the chaos to soak pressure, and do not waste your big turn-around tools before the enemy has actually committed. View champion guide

Illaoi Illaoi Illaoi T3
Tier
T3
Rank
#88
Win Rate
50.31%
Pick Rate
0.47%

Illaoi is a bruiser who wins fights by making enemies stand in the worst possible place. She wants close-range brawls, narrow chokes, and opponents who panic after getting tagged. Her signature pattern is simple: threaten with spirit pressure, force the enemy team to choose between backing off or fighting near her tentacles, then punish anyone who commits too deep. In ARAM: Mayhem, Illaoi is less about slow lane control and more about explosive front-to-back scrapping. Constant grouping gives her more chances to hit multiple targets, but it also means she gets punished fast if she walks in without setup. Play around terrain, let enemies come into your zone, and use Snowball or allied engage to turn a small catch into a full brawl. View champion guide

Nasus Nasus Nasus T4
Tier
T4
Rank
#114
Win Rate
47.89%
Pick Rate
0.37%

Nasus the Curator of the Sands Nasus is a scaling juggernaut who turns time into a win condition. His entire identity revolves around Siphoning Strike—stacking permanent damage on every last-hit until a single Q deletes health bars. In standard modes, he suffers from a weak early game and gets kited endlessly. ARAM: Mayhem fixes both problems. The single-lane format guarantees constant minion waves. You never run out of stacks. The Mayhem pacing means you hit your power spikes faster, and the mode's specific augments give Nasus tools he never gets on Summoner's Rift: gap-close, crowd control reduction, and enough sustain to walk through poke. Play him as a mid-range bully who transitions into a raid boss. You don't chase kills early—you chase stacks. Once the damage ramps up, you force fights on your terms, wither priority targets, and take objectives in seconds. View champion guide

Read counter details

Countered By

6

Seraphine is countered by these champions in ARAM: Mayhem.

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

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

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

Rengar Rengar Rengar T4
Tier
T4
Rank
#93
Win Rate
48.42%
Pick Rate
0.43%

Rengar is a burst assassin who plays around patience, brush access, and fast target selection. His signature pattern is simple: stalk from fog or a bush, jump onto a fragile carry, unload his damage, then either finish the reset-like cleanup or get out before the enemy team turns on him. In ARAM: Mayhem, Rengar is less about long map hunting and more about forcing short, violent fights around the lane bushes. The mode gives him frequent brawls and messy health bars to punish, but it also means enemies are grouped more often. Pick Rengar when your team can start fights or soften targets first; play him carefully when the enemy has heavy peel, instant crowd control, or tanks standing in front of every carry. View champion guide

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

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

Blitzcrank Blitzcrank Blitzcrank T4
Tier
T4
Rank
#148
Win Rate
46.94%
Pick Rate
1.01%

Blitzcrank the Great Steam Golem Blitzcrank is a tanky support built around one devastating spell: Rocket Grab. His entire identity in ARAM: Mayhem revolves around landing that hook to drag enemies out of position and into your team. He creates instant kill pressure whenever his Q is off cooldown, forcing opponents to play scared or get punished. In Mayhem mode, Blitzcrank becomes a relentless fishing machine. Reduced cooldowns and accelerated mana regeneration mean he can spam hooks constantly instead of waiting for the perfect shot. He transitions from a punish-heavy support into a persistent threat who can afford to miss a few grabs while hunting for the one that lands. His engage pattern is simple: hook, knock up, silence, then let your team clean up. View champion guide

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

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

Read counter details

Seraphine Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Rell Rell Rell T1
Tier
T1
Rank
#14
Win Rate
54.57%
Pick Rate
0.40%

Rell is a hard-engage tank who wins by starting fights on her terms. She wants to ride in, force the enemy team to react, then keep bodies close long enough for her carries to clean up. Her signature pattern is simple: look for grouped enemies, commit with your engage, and turn the fight into a messy frontline brawl where running away is difficult. In ARAM: Mayhem, Rell is easier to find action with but also easier to punish if she wastes her entry. The map keeps teams close, augments can make fights explode quickly, and one good engage can decide the whole wave. Play patiently until enemies stack up or burn key escape tools, then go in with your team ready to follow. If you dive alone, you are not a tank; you are a delivery system for enemy damage. View champion guide

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

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

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

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

Highest-value Engage Front Line

These champions walk into the danger zone for Seraphine. They force enemies to clump, spend dashes, or stop moving, which gives Seraphine clean angles for her ultimate, Beat Drop follow-up, and teamwide shielding. They also protect her after the first spell rotation, which is where Seraphine can otherwise get run down.

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

Clean Wombo And Simple Execution

Amumu gives Seraphine what she loves most: grouped enemies who cannot immediately spread. His engage is easy for the whole team to read, and Seraphine’s follow-up extends the lockdown window while adding shield value to allies diving with him.

Ashe Ashe Ashe T2
Tier
T2
Rank
#24
Win Rate
51.83%
Pick Rate
1.23%

Ashe is a utility marksman who wins fights by slowing targets, checking space, and setting up picks before the brawl fully starts. Her basic pattern is simple: keep enemies tagged with Frost, punish anyone who steps too far forward, and use her long-range engage to start clean fights for your team. In ARAM: Mayhem, Ashe is less about quiet lane control and more about constant teamfight value. The single-lane map makes her poke, vision control, and slows easy to apply, but it also means divers and hard engage reach her faster. Play her like a backline caller: soften enemies, create catches, follow allied crowd control, and reposition early whenever the fight turns messy. View champion guide

Slow Setup, Poke Control, And Safe Pick Pressure

Ashe makes Seraphine’s skillshots easier to land. Her repeated slows reduce enemy sidestep options, and her long-range engage gives Seraphine a clear signal to layer follow-up crowd control instead of guessing. This pairing also controls the pace of the lane without needing to hard dive.

Jarvan IV Jarvan IV Jarvan IV T4
Tier
T4
Rank
#131
Win Rate
48.09%
Pick Rate
0.42%

Jarvan IV – The Exemplar of Demacia Jarvan IV is a dive-heavy engage tank who defines fights by isolating priority targets and forcing them to play his game. His entire identity revolves around the Dragon Strike + Demacian Standard combo, which lets him gap-close, knock up multiple enemies, and set up his ultimate for a death zone. In ARAM: Mayhem, he becomes one of the most consistent engage tools in the game because the mode's accelerated pace and frequent team fights mean his combo is almost always available when you need it. He plays best as a frontline initiator who creates openings for follow-up damage. You're not there to 1v1 carries—you're there to trap them with your team nearby. The Mayhem format favors his playstyle because the constant fighting gives him plenty of opportunities to land game-changing combos, and the gold acceleration helps him hit his tanky item spikes faster than on Summoner's Rift. What changes most in Mayhem is how forgiving his engage windows become. With ability haste more accessible and skirmishes happening non-stop, Jarvan can afford to be aggressive with his combo rather than waiting for the perfect moment. A decent knock-up into a well-placed Cataclysm often wins the fight outright when your team can collapse instantly. Just remember: your ultimate traps allies too, so don't isolate your own carries in the process. View champion guide

Terrain Trap And Guaranteed Follow-through

Jarvan creates a fight shape Seraphine can abuse. His engage pulls attention, his terrain limits escape routes, and enemies trapped in a tight zone have fewer ways to dodge Seraphine’s ultimate or follow-up area damage. He also gives her a frontline target to cast through when fights get messy.

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

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

Ziggs Ziggs Ziggs T3
Tier
T3
Rank
#74
Win Rate
50.23%
Pick Rate
0.78%

Ziggs is a long-range artillery mage who wins space before the fight fully starts. He pokes from safety, clears waves fast, and punishes enemies who walk through narrow lanes or clump around objectives. His signature pattern is simple: throw bombs to chip people down, use minefields and displacement to make engages awkward, then help finish structures when the enemy team is forced back. In ARAM: Mayhem, Ziggs plays even more like a pressure pick. The map is still tight, but the pace is wilder, so he has to keep moving between casts instead of standing still and farming damage. Augments can push him toward heavier poke, better safety, or faster fight cleanup, but his core job stays the same: control the lane, soften targets before they engage, and make every enemy advance cost health. View champion guide

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

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

Damage That Cashes Out Her Crowd Control

Seraphine can make enemies stand in the worst possible place for high-area damage. Miss Fortune loves enemies held in a line or cone, Brand loves clustered targets for spread damage, and Ziggs loves anyone forced to path predictably through bombs. Seraphine supplies the setup and protection; they supply the fast health-bar collapse.

Seraphine ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentitySeraphine plays as a steady backline enchanter-mage who chips health bars, shields poke, and waits for enemies to overstep during extended stare-downs.She becomes a scaling fight amplifier who converts chaos into clean front-to-back fights, following engages instantly with crowd control and team shielding.Shift from passive poke support to active fight converter who enables teammates during chaotic engagements.
Spell EconomyMissing one poke spell is usually just lost pressure, and fishing with E is acceptable because fights develop slowly enough to recover.Missing control when an augmented diver commits can cost the whole fight, so spells must be layered after ally setup rather than donated randomly.Hold key spells for real engage angles rather than emptying rotations on visible targets.
Defensive TimingUsing W after taking poke damage is acceptable, and shields can be cast reactively to heal small chip damage during lane phases.Shield and speed timing must be ready before contact; casting early for small poke damage leaves carries exposed during the real commit.Save defensive casts for movement and contact when enemies have engage ready.
Ultimate UsageUltimate is often used as a highlight engage tool, seeking the longest cast to hit maximum targets from maximum range.Ultimate becomes a peel tool as often as engage; hitting the first target and forcing enemies to eat extensions or abandon frontline wins fights.Defensive ults into diving enemy clumps often win harder than max-range engages.
PositioningSeraphine can sit in the classic backline pocket directly behind her team, casting through them in straight-line spacing.Correct spacing is one step behind carries or slightly angled, close enough to cover dive but avoiding straight lines that help enemy engage.Offset position while staying in range to protect carries from augmented engage threats.
Build AdaptationSeraphine can often choose between damage, utility, or hybrid patterns based on personal preference and comfort.Builds must adapt to team needs and enemy augments; damage, shielding, anti-sustain, and survivability all have games where they are correct.Read augments and lobby composition before choosing build path each game.

Champion Analysis

Role / Current performance

Overview

In ARAM: Mayhem, Seraphine the Starry-Eyed Songstress functions as a ranged mage-support hybrid whose value comes from blending consistent damage output with powerful team-wide utility. Her passive, Stage Presence, causes every alternate basic attack to release a soundwave that deals bonus magic damage to multiple targets, while her abilities automatically empower themselves whenever they hit multiple champions, rewarding good positioning and target selection. Seraphine’s primary poke tool is High Note, a line skill shot that deals magic damage and allows her to safely chip enemy health bars from a distance. Her W ability, Surround Sound, provides shields and movement speed to all nearby allies, making it a critical team-wide buff during skirmishes and full team fights. The E ability, Beat Drop, charms enemies, positioning it as one of the most valuable crowd control tools available in Hextech Mayhem due to its potential to lock down multiple opponents. Seraphine’s ultimate, Encore, sends a wave of sound down the lane that damages and charms every enemy it hits, and the charm duration is significantly extended on any enemy already affected by her previous charm effects, enabling devastating chain crowd control. This combination of sustained poke, shield-and-speed support, and multi-target charm makes Seraphine a versatile champion who can dictate the pacing of fights from a safe backline position. Her strategic value lies in her ability to both peel for her team and set up kills for allies, as her charms can lock down priority targets or interrupt enemy advances. Mastering the timing of her abilities—particularly weaving empowered basic attacks and layering Beat Drop into Encore—turns her into an invaluable asset for any ARAM: Mayhem composition, providing reliable crowd control and team survivability without sacrificing personal damage output.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Seraphine wins ARAM: Mayhem by making the lane uncomfortable before the real fight starts. Do not play her as a pure backline passenger. Step up when your frontline has space, throw spells through the minion wave and enemy choke, then step back before the enemy can mark you with Snowball or hard engage. Your best games come from repeating that small pressure cycle until one root, charm, slow chain, or shield swing turns into a full push. Start fights from a layered angle, not desperation. Hold your big fight starter until enemies commit to a line, such as stacking behind a minion wave or chasing through the narrow bridge. Counter-engage is often better than first engage—let divers spend their dashes and immunity tools, then answer with shields, movement help, and crowd control through their landing spot. Use defensive casting when enemy damage is about to land, not after everyone is already dying. Stand one step behind your most reliable frontliner, not behind your lowest-health carry, and offset your position slightly to the side to avoid giving the enemy a single engage angle onto the whole backline. Use minions as a timing tool: poke through them when your wave is healthy, back up immediately when the wave is gone. Respect wall pressure and move back to center after casting. In neutral poke, hit whoever cannot dodge without losing position—tanks clearing the wave, mages stuck behind minions, marksmen stepping up for last hits. In all-in fights, help kill the diver first if they crossed alone; peel the threat before tunneling on the enemy backline. Low health is not always the best target; control the carry’s space if a low-health bruiser is retreating while the enemy carry free-hits. Do not take Snowball recast just because it lands—use it as a threat, a finisher, or a repositioning tool when safe. Snowball is strongest after your crowd control connects, and you can use it defensively to break the enemy’s focus. Ping before taking an aggressive Snowball so allies can follow. If your augment rewards repeated spell hits, fight around waves and choke points. If it rewards shielding or healing, play closer to your damage core. If it adds burst after crowd control, wait for a reliable setup. If it gives mobility, use the movement to reset spacing. If it scales with takedowns, keep one meaningful tool for the second wave of the fight. Push when your team has health, wave, and vision of enemy engage tools. Pull back when your wave disappears or your defensive spell is unavailable. Use retreating fights to punish impatience by turning with crowd control when the enemy frontline outruns the backline. After winning a fight, help the wave move before chasing too deep. Dive only after the enemy’s main interrupt or burst threat is spent, and cast protection before your diver becomes isolated. Do not dive past an uncleared wave unless the kill ends the fight. If the dive fails, stop and cover retreat. When behind, stop playing for perfect poke and start playing for clean denial—clear waves safely, protect the best damage carry, and punish enemies who overstep. Give ground before you give deaths, save one control spell for the actual threat, and use health relic fights carefully. Your comeback pattern is slow then sudden: wave clear, deny dives, stack safe poke, and wait for the enemy to group too tightly or chase too far. The practical rule is simple: cast to create space, not just to deal damage.

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Playstyle Guide

Playstyle / Team structure

Play guide

Seraphine wins Mayhem by making the lane narrow and unfair. She wants her team walking as five, enemies stacked in the wave, and every trade starting with her poke or crowd control before they can freely hit back. She plays a screen behind her front line, moves with the minion wave, and saves biggest spells for clustered fights. From levels one through six, she builds control: positions behind melees and slightly off-center so enemy poke does not hit her and the wave simultaneously. Her trading rhythm involves short patterns, letting her team touch the wave first then throwing poke when enemies walk up to last-hit. She uses crowd control when an enemy is already slowed, boxed in by minions, or forced through a choke, and does not spam spells into a full-health frontline. Snowball is treated as a defensive and follow-up tool early; she marks a catch only when the target is low and front line is going in, and keeps Snowball available when assassins or bruisers are looking for her. Early augments support safe lane control, improving poke uptime, shielding, ability reliability, or survivability. She pushes when her team has healthier frontline or stronger early poke, stalls when lacking engage or waiting for key ultimates. When ahead she keeps wave moving and saves crowd control for the player trying to break siege. When behind she gives space, shields retreat, clears from max range, and waits for enemies to overextend into a narrow lane. From levels seven to eleven, Seraphine turns grouped fights into guaranteed follow-up. She stays attached to the strongest teammate, avoids drifting alone to collect health packs unless enemy engage tools are down. She pokes before objectives and before waves reach middle, waiting for movement before using crowd control on paths enemies must take. She answers instantly when team lands any slow, knock-up, root, stun, or displacement. Snowball extends won fights, not starts uncertain ones: she marks low targets after ultimate or crowd control, or throws at approaching divers to threaten reposition, but never takes it if it puts her in front of frontline while enemy damage is available. Mid-game augments match the lobby: sustain and shields into poke teams, defensive triggers into dive teams, follow-up damage if team has engage, or anything that helps spells land safely from range if engage is lacking. She pushes when ultimate is ready and enemies must walk through a wave to defend, stalls when ultimate or key defense is down. When ahead she sets up repeated sieges, hitting wave and champions behind it, holding crowd control for anyone engaging through minions. When behind she sits deeper, shields before burst lands, uses ultimate as counter-engage into the first overcommitter. After level twelve, Seraphine protects the formation and decides fights with one clean cast. She appears first in a forward bush or choke almost never, standing where frontline can peel back and carries receive shields and follow-up. If assassin is missing, she plays closer to safest ally and keeps retreat open. Poke becomes selective, thrown only when it hits multiple enemies, denies a health pack, clears a dangerous wave, or forces someone important to back before a fight. She saves crowd control for committed targets using narrow corridors. Late Snowball is mostly for cleanup, emergency repositioning, or following a guaranteed winning engage; she does not take it into enemy backline unless team’s engage is landing with her. Late augments sharpen role, reinforcing durability, shielding, haste, reliable damage, sustained casting, or survival against a fed diver.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

When ahead, Seraphine plays as a siege controller rather than a frontliner, standing behind the front line to push waves with long-range spells while the enemy struggles under turret pressure. If the team wins a fight and two or more enemies are respawning, she shoves the wave immediately and hits the turret from max safe range while holding crowd control for anyone trying to force through minions, converting the fight into structure damage instead of wasting the advantage on low-value poke. She should not chase past the turret unless the frontline covers the retreat path. When the enemy is grouped tightly behind their wave, Seraphine looks for a layered engage where her ultimate or crowd control travels after her allies start the fight, giving enemies less room to sidestep. If she misses a big spell while ahead, she backs off to wave control rather than walking forward to compensate. When her frontline lands a slow, root, or knockup, she follows instantly with crowd control and damage while the target is committed, then stops at the edge of her range if the target survives and retreats under protection. She holds her shield and movement boost for the enemy’s counter-engage instead of using it for light poke, preventing Snowball or flank pressure from landing without a reset tool. Against enemies fishing with Snowball from fog, she stands slightly off-center from carries, keeps minions between herself and the throw, and punishes divers after they arrive, kiting backward toward allies if marked. For augments when ahead, she prioritizes ability haste, mana comfort, shield strength, healing support, or safe damage triggers to cover her need for repeated spells. Against assassins or divers, she takes defensive or mobility-focused augments even when ahead. If the team already has enough damage, she uses utility augments for stronger shields, more frequent spells, or better disengage. When behind, Seraphine stops playing for perfect poke and plays for survival windows, clearing waves from safe range and retreating after casting to slow turret damage and buy time for health recovery or item completions. When the enemy sieges with tanks or divers in front, she holds crowd control for the first champion who crosses the line, especially if they use Snowball, dash, or flash-like movement. If the enemy uses key engage tools and fails to kill anyone, she steps forward only for one or two spells then resets spacing, punishing their cooldown window without gambling the whole game. Against a diver threatening a carry, she saves shield, speed, and control for the dive path rather than random poke. For augment choices when behind, she picks uptime, mana stability, or safe poke patterns to clear without walking into lethal range. If getting dove, defensive augments are stronger to turn the first engage into the enemy’s mistake. If the team lacks engage, she takes augments that help reach reliable casting windows. If a fed carry exists, she builds around keeping that player alive with crowd control and shielding. The recovery plan is patience with a trap ready: clear waves, deny the first engage, then punish the enemy when they overstep for the finish, chaining control and sustain for carries to clean up.

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Champion Background

Lore / Identity / Text block

Background copy

Seraphine the Starry-Eyed Songstress becomes a true teamfight engine in ARAM: Mayhem through her passive, Stage Presence, which makes every third basic ability cast echo, repeating the spell. This single mechanic dictates her entire combat identity, transforming each choice into a decision point between poke, peel, or lockdown. An echo Q finishes low-health targets, an echo W saves losing trades with shielding and movement speed, and an echo E turns a slow into a root if the target is already impaired. Tracking the passive before a fight is critical; walking up with it ready rather than spending it on minions lets Seraphine dictate the engage. Enemies can watch her passive rhythm and engage after she wastes the echo, making every low-value clear a dangerous window. Her Q, High Note, is her main damage spell and is strongest when enemies are already slowed or grouped after an engage begins. It punishes retreating targets and narrow clumps, but missing it before a fight removes her burst threat for several seconds. W, Surround Sound, is her most important “do not lose the fight” button, answering enemy dives or area damage with shields and speed. Casting it preemptively is a mistake; it must answer a real action, and wasting it gives the enemy a green light to engage. E, Beat Drop, is her line skillshot control spell that enhances crowd control when the target is already impaired. It stops forward movement, peels divers, and sets up Q and R follow-up. Missing E removes her main non-ultimate peel, making her much more vulnerable. Her ultimate, Encore, is a fight-winning long-range charm that extends through champions, devastating in ARAM’s single lane. It is both engage and counter-engage, and a missed ultimate is a major opening that forces her to kite and play around E until the next setup. Seraphine’s leveling priority adapts: max Q when the team needs poke and kill finishing, or prioritize W when facing heavy dive and protecting carries. Her ability identity revolves around reading the fight state and choosing which echoed spell to commit, because her teamfighting value collapses if the passive is wasted or the wrong spell is doubled.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Seraphine wins Mayhem fights by layering poke, shields, crowd control, and a fight-breaking ultimate from safe spacing. Most bad Seraphine games come from trying to play like a burst mage or saving every spell for a perfect moment. The most common mechanical mistake is casting the double-cast passive on whatever is available, especially random poke into tanks, which loses the powerful empowered cast before the real fight starts. Instead, decide what the next fight needs before spending the echo: use empowered damage when enemies are low or clumped, empowered control when allies can follow, and empowered shield when enemy engage is about to land. If the echo is wasted, back up and play as a peel bot until the passive recharges. Another frequent error is throwing crowd control straight down the lane with no setup, allowing mobile champions to sidestep it and leaving no answer for real engages through Snowball or dash. Aim it after an ally slow, knockup, or body block forces the enemy path, and if the spell misses, instantly reposition behind the frontline and hold the shield. Using shield and heal only after teammates are already split or dead wastes the turn potential; cast as the enemy engage begins, not after the damage is finished. If late, kite backward and let the shield cycle return before contesting space. Ulting the first target seen from max range with no ally or enemy line to extend through is a pivotal mistake; look for lines through champions, especially when enemies are stacked behind a tank or locked in by allied engage. A shorter guaranteed multi-target cast beats a flashy max-range miss. If the ultimate whiffs, switch immediately to disengage and save the next control spell for the enemy’s counter-engage. Standing still while weaving passive notes and poke makes Seraphine an easy Snowball target; step between every spell, hug the side of the team that has peel, and keep minions or tanks between yourself and direct engage tools. Clearing the wave with all spells right before the enemy groups to engage leaves the team defenseless; use one spell to help clear and hold at least one defensive button when enemy engage champions are visible. Casting damage spells into the frontline while ignoring low-health targets behind them soaks pressure on tanks; angle poke around the frontline when carries are already chipped. On the decision side, drafting or building like the only damage source when the team already has poke and lacks protection makes the backline fragile; read the team first and lean into shielding and control when hypercarries or immobile mages are present. Walking past the frontline to poke gives assassins a clean angle; stand close enough to shield multiple allies but far enough that enemy engage must pass through the team. Saving ultimate forever for a dream five-player hit costs winnable skirmishes; use it when it wins the current fight, such as catching two carries or stopping a diver. Using Snowball aggressively just because it landed puts Seraphine in melee range without durability; treat Snowball as a repositioning or follow-up tool. Grouping too tightly into enemy area damage because the shield is stronger on multiple allies lets one engage spell catch the whole team; keep slight spacing so one ability does not hit everyone. Fighting before checking whether main peel tools are available leaves the team vulnerable; before stepping forward, ask what can be done if a diver lands on a carry. Ignoring enemy cleanse, spell shield, or unstoppable patterns wastes the ultimate; bait defensive tools with smaller spells first.

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FAQ

Seraphine

FAQ

Should I play Seraphine as poke or as a teamfight mage? Play her as a teamfight mage first, poke mage second. If your team can hold space, use your long-range damage to soften people before they commit; if the enemy has dive or engage, save more of your tools for the moment they step in. The tradeoff is simple: heavy poke gives you safer early pressure, but holding spells for the fight usually wins the bigger swing. What is Seraphine trying to do in the first few waves of an ARAM Mayhem game? Your job is to stay healthy, clear waves, and make every enemy walk through awkward spacing. If the other side is stronger early, do not force long trades; just thin the wave and chip when they step up. You lose some early kill threat by playing safely, but you keep your health pool and avoid giving them an easy snowball lead. When should I use my crowd control instead of saving it? Use it when an enemy commit is already visible, like a dive, a dash in, or a frontline step too far forward. If you throw it just for damage and miss, the other team gets a free engage window on you and your backline. Saving it feels passive, but it usually gives your team a much cleaner counterplay angle.

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