ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T5 Rank #164

Gnar ARAM Mayhem Build & Best Augments

Gnar role and playstyle: baseline role is AD fighter tank, with a core identity built around teamfight utility and damage output. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Key ARAM traits include wide-area impact, stun threat, dash mobility. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: High execution: requires precise positioning, target selection, cooldown tracking, and fight timing. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Gnar Gnar the Missing Link Fighter / Tank / Mage
TierT5
Rank#164
Win Rate44.93%
Pick Rate0.32%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate53.37%
Pick Rate10.37%
#2
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate54.19%
Pick Rate8.97%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.

Win Rate48.37%
Pick Rate5.78%

Situational itemstop 12

Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

52.77%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

51.91%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

50.31%
Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

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

53.01%
Kaenic Rookern Kaenic Rookern Kaenic Rookern
Total Price
2,900
Price
800

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

54.45%
Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

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

53.13%
Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.

48.01%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

52.86%
Randuin's Omen Randuin's Omen Randuin's Omen
Total Price
2,700
Price
800

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

47.53%
Black Cleaver Black Cleaver Black Cleaver
Total Price
3,000
Price
225

+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.

51.83%
Force of Nature Force of Nature Force of Nature
Total Price
2,800
Price
750

+400 Health +55 Magic Resist +4% Move Speed Steadfast: Gain 70 Magic Resist and 6% bonus Move Speed after taking magic damage from Champions 8 times.

53.83%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Total Price
3,200
Price
650

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

52.76%

Starting items

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

+350 Health

52.30%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

52.30%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

52.69%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

52.69%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

52.69%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

49.74%
Phage Phage Phage
Total Price
1,100
Price
350

+15 Attack Damage +200 Health Rage Attacking grants Move Speed for 2 seconds.

49.74%

Core items

#1
Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Black Cleaver Black Cleaver Black Cleaver
Total Price
3,000
Price
225

+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.

Win Rate50.03%
Pick Rate16.01%
#2
Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.

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

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

Black Cleaver Black Cleaver Black Cleaver
Total Price
3,000
Price
225

+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.

Win Rate53.27%
Pick Rate8.60%
#3
Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Sterak's Gage Sterak's Gage Sterak's Gage
Total Price
3,200
Price
775

+400 Health 20% Tenacity The Claws that Catch Gain bonus Attack Damage. Lifeline Taking damage that would reduce your Health below 30% grants a decaying Shield for 4.5 seconds.

Win Rate55.99%
Pick Rate6.54%

Situational itemstop 12

Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.

53.58%
Black Cleaver Black Cleaver Black Cleaver
Total Price
3,000
Price
225

+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.

52.71%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

53.03%
Sterak's Gage Sterak's Gage Sterak's Gage
Total Price
3,200
Price
775

+400 Health 20% Tenacity The Claws that Catch Gain bonus Attack Damage. Lifeline Taking damage that would reduce your Health below 30% grants a decaying Shield for 4.5 seconds.

53.79%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.

52.62%
Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

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

51.93%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

54.39%
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

53.38%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

49.77%
Randuin's Omen Randuin's Omen Randuin's Omen
Total Price
2,700
Price
800

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

52.14%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

54.34%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

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

53.66%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

53.06%
Phage Phage Phage
Total Price
1,100
Price
350

+15 Attack Damage +200 Health Rage Attacking grants Move Speed for 2 seconds.

53.06%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

55.65%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

55.65%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

54.76%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

54.76%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

54.76%

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate52.60%
Pick Rate13.91%
#2
Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate53.84%
Pick Rate12.14%
#3
Black Cleaver Black Cleaver Black Cleaver
Total Price
3,000
Price
225

+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate50.38%
Pick Rate8.17%

Situational itemstop 12

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

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

53.62%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

55.52%
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

54.36%
Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.

54.01%
Black Cleaver Black Cleaver Black Cleaver
Total Price
3,000
Price
225

+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.

49.62%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

44.44%
Kaenic Rookern Kaenic Rookern Kaenic Rookern
Total Price
2,900
Price
800

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

55.02%
Force of Nature Force of Nature Force of Nature
Total Price
2,800
Price
750

+400 Health +55 Magic Resist +4% Move Speed Steadfast: Gain 70 Magic Resist and 6% bonus Move Speed after taking magic damage from Champions 8 times.

52.08%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

50.20%
Randuin's Omen Randuin's Omen Randuin's Omen
Total Price
2,700
Price
800

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

50.44%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.

50.62%
Sterak's Gage Sterak's Gage Sterak's Gage
Total Price
3,200
Price
775

+400 Health 20% Tenacity The Claws that Catch Gain bonus Attack Damage. Lifeline Taking damage that would reduce your Health below 30% grants a decaying Shield for 4.5 seconds.

57.32%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

42.06%
Phage Phage Phage
Total Price
1,100
Price
350

+15 Attack Damage +200 Health Rage Attacking grants Move Speed for 2 seconds.

42.06%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

55.25%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

55.25%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

54.37%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

54.37%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

54.37%

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.

Win Rate47.42%
Pick Rate13.25%
#2
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

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

Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.

Win Rate43.84%
Pick Rate6.49%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate48.71%
Pick Rate4.94%

Situational itemstop 12

Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

48.52%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

52.72%
Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.

45.41%
Black Cleaver Black Cleaver Black Cleaver
Total Price
3,000
Price
225

+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.

43.16%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

39.67%
Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

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

50.70%
Sterak's Gage Sterak's Gage Sterak's Gage
Total Price
3,200
Price
775

+400 Health 20% Tenacity The Claws that Catch Gain bonus Attack Damage. Lifeline Taking damage that would reduce your Health below 30% grants a decaying Shield for 4.5 seconds.

48.41%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

34.78%
Kaenic Rookern Kaenic Rookern Kaenic Rookern
Total Price
2,900
Price
800

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

56.31%
Randuin's Omen Randuin's Omen Randuin's Omen
Total Price
2,700
Price
800

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

37.74%
Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

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

48.60%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.

55.82%

Starting items

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

+350 Health

45.08%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

45.08%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

44.73%
Phage Phage Phage
Total Price
1,100
Price
350

+15 Attack Damage +200 Health Rage Attacking grants Move Speed for 2 seconds.

44.73%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

51.63%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

51.63%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

51.63%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
48.71%
Pick Rate
6.86%
Games
661

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

View augment details
GoldT148.71%6.86%661
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
48.53%
Pick Rate
5.28%
Games
509

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

View augment details
PrismaticT148.53%5.28%509
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
47.83%
Pick Rate
7.89%
Games
761

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

View augment details
SilverT147.83%7.89%761
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
47.82%
Pick Rate
10.70%
Games
1,031

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
GoldT147.82%10.70%1,031
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
47.62%
Pick Rate
5.45%
Games
525

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

View augment details
GoldT147.62%5.45%525
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
47.34%
Pick Rate
6.84%
Games
659

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

View augment details
GoldT147.34%6.84%659
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
46.65%
Pick Rate
5.43%
Games
523

Gain 15% omnivamp .

View augment details
SilverT146.65%5.43%523
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
46.46%
Pick Rate
6.59%
Games
635

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

View augment details
PrismaticT146.46%6.59%635
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
46.22%
Pick Rate
9.07%
Games
874

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
GoldT146.22%9.07%874
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
45.95%
Pick Rate
8.33%
Games
803

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

View augment details
GoldT145.95%8.33%803
Upgrade Sheen Upgrade Sheen Upgrade Sheen Gold
Rarity
Gold
Tier
T4
Win Rate
45.81%
Pick Rate
8.29%
Games
799

Upgrades all Spellblade items, empowering the passive effect to deal additional bonus physical damage equal to 4% of the target's maximum health and heal you for 3. 5 % of your maximum health . Additionally, gain 250 .

View augment details
GoldT145.81%8.29%799
Critical Rhythm Critical Rhythm Critical Rhythm Gold
Rarity
Gold
Tier
T1
Win Rate
45.76%
Pick Rate
5.87%
Games
566

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

View augment details
GoldT145.76%5.87%566
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
45.68%
Pick Rate
4.93%
Games
475

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
SilverT145.68%4.93%475
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
45.58%
Pick Rate
5.87%
Games
566

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

View augment details
PrismaticT145.58%5.87%566
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
45.38%
Pick Rate
6.74%
Games
650

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
PrismaticT145.38%6.74%650
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
45.26%
Pick Rate
5.80%
Games
559

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

View augment details
GoldT145.26%5.80%559
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
44.80%
Pick Rate
9.68%
Games
933

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT144.80%9.68%933
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
44.76%
Pick Rate
7.23%
Games
697

Grants 60% bonus attack speed .

View augment details
SilverT144.76%7.23%697
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
44.04%
Pick Rate
5.75%
Games
554

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
PrismaticT144.04%5.75%554
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
43.97%
Pick Rate
6.02%
Games
580

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

View augment details
SilverT143.97%6.02%580
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
43.85%
Pick Rate
4.05%
Games
390

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

View augment details
GoldT143.85%4.05%390
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
43.74%
Pick Rate
9.44%
Games
910

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

View augment details
GoldT143.74%9.44%910
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
43.19%
Pick Rate
4.88%
Games
470

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT143.19%4.88%470
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
43.11%
Pick Rate
4.07%
Games
392

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
GoldT143.11%4.07%392
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
42.98%
Pick Rate
4.88%
Games
470

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
GoldT142.98%4.88%470
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
42.75%
Pick Rate
7.16%
Games
690

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
SilverT142.75%7.16%690
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
41.64%
Pick Rate
6.58%
Games
634

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
GoldT141.64%6.58%634
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
40.81%
Pick Rate
4.63%
Games
446

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
GoldT140.81%4.63%446
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
40.44%
Pick Rate
5.70%
Games
549

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

View augment details
GoldT140.44%5.70%549
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
39.29%
Pick Rate
5.28%
Games
509

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

View augment details
GoldT139.29%5.28%509
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
38.48%
Pick Rate
4.77%
Games
460

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT138.48%4.77%460
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
52.94%
Pick Rate
2.47%
Games
238

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
GoldT252.94%2.47%238
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
51.20%
Pick Rate
2.17%
Games
209

Gain 2 Stat Anvils .

View augment details
SilverT251.20%2.17%209
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.25%
Pick Rate
2.04%
Games
197

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
PrismaticT250.25%2.04%197
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
50.23%
Pick Rate
2.27%
Games
219

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
GoldT250.23%2.27%219
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
48.92%
Pick Rate
2.88%
Games
278

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

View augment details
PrismaticT248.92%2.88%278
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
48.84%
Pick Rate
3.14%
Games
303

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

View augment details
GoldT248.84%3.14%303
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.79%
Pick Rate
3.00%
Games
289

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
PrismaticT248.79%3.00%289
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
48.58%
Pick Rate
4.01%
Games
387

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
GoldT248.58%4.01%387
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
47.96%
Pick Rate
3.05%
Games
294

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
GoldT247.96%3.05%294
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
47.86%
Pick Rate
2.67%
Games
257

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
GoldT247.86%2.67%257
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
47.56%
Pick Rate
3.40%
Games
328

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

View augment details
GoldT247.56%3.40%328
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
47.38%
Pick Rate
3.57%
Games
344

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

View augment details
SilverT247.38%3.57%344
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
47.33%
Pick Rate
3.11%
Games
300

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

View augment details
SilverT247.33%3.11%300
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
47.02%
Pick Rate
3.49%
Games
336

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

View augment details
SilverT247.02%3.49%336
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
46.84%
Pick Rate
2.79%
Games
269

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
SilverT246.84%2.79%269
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
46.64%
Pick Rate
2.62%
Games
253

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
SilverT246.64%2.62%253
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
46.36%
Pick Rate
2.28%
Games
220

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
SilverT246.36%2.28%220
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
46.15%
Pick Rate
3.51%
Games
338

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

View augment details
SilverT246.15%3.51%338
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
45.56%
Pick Rate
2.57%
Games
248

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

View augment details
GoldT245.56%2.57%248
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
45.31%
Pick Rate
1.99%
Games
192

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
GoldT245.31%1.99%192
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
44.96%
Pick Rate
2.47%
Games
238

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

View augment details
SilverT244.96%2.47%238
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
44.81%
Pick Rate
3.20%
Games
308

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT244.81%3.20%308
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
44.67%
Pick Rate
3.02%
Games
291

Grants 18% armor penetration and magic penetration .

View augment details
GoldT244.67%3.02%291
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
44.37%
Pick Rate
3.13%
Games
302

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
GoldT244.37%3.13%302
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
44.32%
Pick Rate
1.83%
Games
176

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

View augment details
GoldT244.32%1.83%176
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
44.12%
Pick Rate
2.12%
Games
204

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
PrismaticT244.12%2.12%204
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
44.00%
Pick Rate
2.07%
Games
200

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
SilverT244.00%2.07%200
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
43.08%
Pick Rate
2.02%
Games
195

Increases attack damage by 20% .

View augment details
SilverT243.08%2.02%195
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
41.94%
Pick Rate
3.54%
Games
341

Upgrades Hubris , empowering Eminence to heal you for 2. 5 % (+ 0. 5 % per stack) maximum health upon being triggered and grant you 10 (+ 5 per stack) bonus movement speed for its duration. Additionally, gain 250 .

View augment details
GoldT241.94%3.54%341
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
41.57%
Pick Rate
1.85%
Games
178

Gain 1750 upon acquiring this augment.

View augment details
GoldT241.57%1.85%178
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
40.76%
Pick Rate
2.19%
Games
211

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
GoldT240.76%2.19%211
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
40.32%
Pick Rate
2.62%
Games
253

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

View augment details
PrismaticT240.32%2.62%253
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
40.21%
Pick Rate
1.96%
Games
189

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

View augment details
GoldT240.21%1.96%189
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
39.53%
Pick Rate
2.23%
Games
215

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

View augment details
SilverT239.53%2.23%215
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
39.49%
Pick Rate
2.02%
Games
195

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT239.49%2.02%195
Master of Duality Master of Duality Master of Duality Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
36.53%
Pick Rate
3.46%
Games
334

Basic attacks on-hit grant 6 – 18 (based on level) ability power and damaging abilities once per cast instance grant 3 – 9 (based on level) bonus attack damage , lasting for 5 seconds, with the duration of both refreshing on subsequent hits, and stacking infinitely.

View augment details
PrismaticT236.53%3.46%334
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
35.27%
Pick Rate
2.15%
Games
207

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

View augment details
PrismaticT235.27%2.15%207
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
53.91%
Pick Rate
1.33%
Games
128

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

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GoldT353.91%1.33%128
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
51.97%
Pick Rate
1.58%
Games
152

Upgrades The Collector , empowering Death to have its execution threshold increased by 0. 5 % each time you kill an enemy champion, capped at a threshold of 12.5% of the target's maximum health , and Taxes to generate a further 25 (total 50 ) from kills. Additionally, gain 250 .

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SilverT351.97%1.58%152
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
51.39%
Pick Rate
1.49%
Games
144

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.

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SilverT351.39%1.49%144
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.02%
Pick Rate
1.02%
Games
98

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

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PrismaticT351.02%1.02%98
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
50.34%
Pick Rate
1.55%
Games
149

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

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GoldT350.34%1.55%149
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.00%
Pick Rate
1.14%
Games
110

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

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PrismaticT350.00%1.14%110
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.17%
Pick Rate
1.24%
Games
120

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.

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PrismaticT349.17%1.24%120
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
48.77%
Pick Rate
1.68%
Games
162

Gain 50 bonus movement speed and 40% slow resist .

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SilverT348.77%1.68%162
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
48.57%
Pick Rate
1.09%
Games
105

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.]

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SilverT348.57%1.09%105
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.36%
Pick Rate
1.27%
Games
122

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 .

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PrismaticT348.36%1.27%122
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
48.15%
Pick Rate
1.40%
Games
135

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

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SilverT348.15%1.40%135
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
47.83%
Pick Rate
1.67%
Games
161

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

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GoldT347.83%1.67%161
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
47.06%
Pick Rate
1.23%
Games
119

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 ).

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SilverT347.06%1.23%119
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
47.00%
Pick Rate
1.04%
Games
100

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 .

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GoldT347.00%1.04%100
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.30%
Pick Rate
1.12%
Games
108

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
PrismaticT346.30%1.12%108
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
46.21%
Pick Rate
1.50%
Games
145

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).

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GoldT346.21%1.50%145
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
46.20%
Pick Rate
1.64%
Games
158

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

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SilverT346.20%1.64%158
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
46.10%
Pick Rate
1.46%
Games
141

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
GoldT346.10%1.46%141
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
45.00%
Pick Rate
1.45%
Games
140

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.

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SilverT345.00%1.45%140
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
44.83%
Pick Rate
1.50%
Games
145

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.

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GoldT344.83%1.50%145
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
44.59%
Pick Rate
1.63%
Games
157

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

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SilverT344.59%1.63%157
ReEnergize ReEnergize ReEnergize Silver
Rarity
Silver
Tier
T5
Win Rate
44.07%
Pick Rate
1.22%
Games
118

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

View augment details
SilverT344.07%1.22%118
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
43.67%
Pick Rate
1.64%
Games
158

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

View augment details
PrismaticT343.67%1.64%158
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
42.75%
Pick Rate
1.36%
Games
131

Grants 60 ability haste .

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GoldT342.75%1.36%131
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
42.55%
Pick Rate
0.98%
Games
94

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

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SilverT342.55%0.98%94
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
42.41%
Pick Rate
1.64%
Games
158

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

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GoldT342.41%1.64%158
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
42.11%
Pick Rate
1.18%
Games
114

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

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PrismaticT342.11%1.18%114
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
41.86%
Pick Rate
1.78%
Games
172

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

View augment details
GoldT341.86%1.78%172
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
39.67%
Pick Rate
1.26%
Games
121

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

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PrismaticT339.67%1.26%121
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
38.69%
Pick Rate
1.42%
Games
137

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

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GoldT338.69%1.42%137
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
38.53%
Pick Rate
1.13%
Games
109

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

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PrismaticT338.53%1.13%109
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
38.46%
Pick Rate
1.62%
Games
156

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

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PrismaticT338.46%1.62%156
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
37.89%
Pick Rate
0.99%
Games
95

Your base attack speed is set to a static amount of 0. 625 and your attack rate no longer benefits from any source of attack speed bonuses. In return, you gain 25 bonus attack damage and convert every 1% bonus attack speed into 1 bonus attack damage .

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GoldT337.89%0.99%95
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
37.61%
Pick Rate
1.13%
Games
109

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

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GoldT337.61%1.13%109
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
36.92%
Pick Rate
1.35%
Games
130

Grants 50% critical strike chance .

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GoldT336.92%1.35%130
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
36.63%
Pick Rate
1.78%
Games
172

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

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GoldT336.63%1.78%172
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
36.08%
Pick Rate
1.01%
Games
97

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

View augment details
PrismaticT336.08%1.01%97
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
35.58%
Pick Rate
1.08%
Games
104

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 .

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GoldT335.58%1.08%104
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
32.14%
Pick Rate
1.74%
Games
168

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

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PrismaticT332.14%1.74%168
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
31.86%
Pick Rate
1.17%
Games
113

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.

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PrismaticT331.86%1.17%113
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
62.75%
Pick Rate
0.53%
Games
51

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:?

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PrismaticT462.75%0.53%51
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
56.90%
Pick Rate
0.60%
Games
58

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT456.90%0.60%58
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
56.06%
Pick Rate
0.68%
Games
66

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.

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PrismaticT456.06%0.68%66
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
52.46%
Pick Rate
0.63%
Games
61

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
GoldT452.46%0.63%61
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
51.92%
Pick Rate
0.54%
Games
52

Grants bonus movement speed equal to 70% ability haste .

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GoldT451.92%0.54%52
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
50.88%
Pick Rate
0.59%
Games
57

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

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SilverT450.88%0.59%57
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
47.37%
Pick Rate
0.79%
Games
76

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
SilverT447.37%0.79%76
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.27%
Pick Rate
0.57%
Games
55

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.

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PrismaticT447.27%0.57%55
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
46.43%
Pick Rate
0.87%
Games
84

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).

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SilverT446.43%0.87%84
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.45%
Pick Rate
0.80%
Games
77

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
PrismaticT445.45%0.80%77
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
44.74%
Pick Rate
0.79%
Games
76

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

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GoldT444.74%0.79%76
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.19%
Pick Rate
0.89%
Games
86

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 ).

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PrismaticT444.19%0.89%86
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
43.75%
Pick Rate
0.66%
Games
64

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

View augment details
SilverT443.75%0.66%64
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
42.50%
Pick Rate
0.83%
Games
80

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.

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SilverT442.50%0.83%80
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
42.05%
Pick Rate
0.91%
Games
88

Grants 3 random Dragon Souls .

View augment details
PrismaticT442.05%0.91%88
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
40.91%
Pick Rate
0.68%
Games
66

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.

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PrismaticT440.91%0.68%66
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.38%
Pick Rate
0.54%
Games
52

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).

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PrismaticT440.38%0.54%52
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
40.00%
Pick Rate
0.57%
Games
55

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

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PrismaticT440.00%0.57%55
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
38.46%
Pick Rate
0.67%
Games
65

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
PrismaticT438.46%0.67%65
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
38.10%
Pick Rate
0.87%
Games
84

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
GoldT438.10%0.87%84
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
37.74%
Pick Rate
0.55%
Games
53

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

View augment details
SilverT437.74%0.55%53
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
37.14%
Pick Rate
0.73%
Games
70

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

View augment details
SilverT437.14%0.73%70
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
37.10%
Pick Rate
0.64%
Games
62

Gain 1. 5 bonus movement speed per 1 Lethality or flat magic penetration , and 5 bonus movement speed per 10% armor penetration or magic penetration .

View augment details
SilverT437.10%0.64%62
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
36.84%
Pick Rate
0.59%
Games
57

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
GoldT436.84%0.59%57
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
34.78%
Pick Rate
0.72%
Games
69

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

View augment details
GoldT434.78%0.72%69

Gnar Skill Combos

Extracted from the skill order guide

Skill Order
RQWE

R > Q > W > E

RWQE

R > W > Q > E (Condition: High Attack Speed or On-Hit Augments)

REQW

R > E > Q > W (Condition: Heavy Engage or Reset Augments)

QWE

You prioritize Q for poke and catch potential, then W for the sustained damage and movement speed, leaving E for last.

Gnar Counters

Counters and threats extracted from the matchup guide

Counters

Counters

4

Gnar counters these champions in ARAM: Mayhem.

Veigar Veigar Veigar T3
Tier
T3
Rank
#81
Win Rate
50.14%
Pick Rate
0.98%

Veigar is a scaling burst mage who controls space with his cage and deletes targets once they are forced to stand still. His usual pattern is simple: punish clumped enemies, trap priority targets, then stack damage through repeated spell hits and takedown pressure.In ARAM: Mayhem, Veigar gets more chances to fight than on a normal map, but he also has less room to hide. Play him as a backline control mage: hold your stun for engages or escapes, farm stacks safely when the wave is contested, and use the chaos of Mayhem to land huge area damage on enemies who overcommit. View champion guide

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

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

Kog'Maw Kog'Maw Kog'Maw T2
Tier
T2
Rank
#72
Win Rate
51.01%
Pick Rate
0.61%

Kog'Maw is a backline damage dealer who wins by staying alive long enough to melt everything in front of him. He is picked as a scaling marksman or poke carry, depending on build and augments, with a simple job: hit safely, punish enemies who walk too far forward, and turn extended fights into a damage check they cannot pass. His signature pattern is spacing around his empowered attacks and long-range artillery. In ARAM: Mayhem, fights start faster and threats reach him more often, so Kog'Maw needs protection, clean positioning, and smart augment choices more than ever. If your team can buy him a few seconds, he becomes a brutal front-to-back carry; if he gets rushed without peel, he can disappear before his damage matters. View champion guide

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

5

Gnar is countered by these champions in ARAM: Mayhem.

Warwick Warwick Warwick T4
Tier
T4
Rank
#126
Win Rate
47.95%
Pick Rate
0.31%

Warwick the Uncaged Wrath of Zaun Warwick is a diving juggernaut who hunts low-health targets and sustains through damage. In ARAM: Mayhem, he becomes a relentless raid boss who rarely leaves his Blood Hunt speed path. His signature pattern is simple: smell blood, run fast, suppress the target, and heal faster than they can damage you. He excels at punishing overextended enemies and turning messy fights into cleanup duty. Mayhem's accelerated pace helps him more than most. Frequent fighting means his passive healing triggers constantly. Shorter death timers mean he's back hunting before enemies recover. The mode's chaos creates the wounded targets he needs to thrive. He plays best as a frontline disruptor who forces enemies to deal with him or die trying. Snowball gives him the gap-close he sometimes lacks, letting him engage on healthy targets before his passive speed kicks in. View champion guide

Vex Vex Vex T2
Tier
T2
Rank
#44
Win Rate
51.87%
Pick Rate
0.41%

Vex is a mid-range burst mage who punishes enemies for jumping in and turns one good fear into a full engage. Her job is to poke safely, hold her fear for divers or clumped targets, then follow a marked enemy with her ultimate when the fight is already tilting in her favor. Her signature pattern is simple: threaten space, wait for someone to dash or overstep, land crowd control, then burst before they can reset. In ARAM: Mayhem, constant grouped fights make that pattern stronger but riskier. Vex gets more chances to hit multiple enemies and chain into messy skirmishes, but she also has less room to hide after committing. Play patient, save your fear for the first real engage, and only dive with your ultimate when your team can follow. View champion guide

Tristana Tristana Tristana T2
Tier
T2
Rank
#43
Win Rate
52.31%
Pick Rate
0.94%

Tristana is a scaling marksman who plays like a reset-hunting skirmisher. She pressures towers and clustered enemies with explosive damage, then looks for a clean jump in once someone is low enough to finish. Her signature pattern is simple: hit safely, stack damage on a priority target, and use her jump as either the commit button or the escape plan. In ARAM: Mayhem, Tristana gets more chances to brawl, but she also gets punished faster for jumping at the wrong time. The narrow lane makes her splash damage and cleanup strong, especially when allies start fights for her. Stay patient early in a fight, let enemy crowd control get used, then jump forward only when a kill or reset is realistic. If the enemy team has heavy engage, play like a backline carry first and save the big hero jump for the cleanup. 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

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

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

Read counter details

Gnar Team Comp Highlights

Partner patterns extracted from the team comp guide

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

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

Gragas Gragas Gragas T3
Tier
T3
Rank
#96
Win Rate
49.46%
Pick Rate
0.50%

Gragas is a flexible brawler-mage who can start fights, peel divers, and punish clumped enemies with explosive displacement. His core pattern is simple: fish with barrels, threaten a body slam engage when someone steps too far forward, then use his ultimate to split the enemy team or knock a priority target into danger. In ARAM: Mayhem, Gragas gets more chances to matter because fights happen constantly and enemies are often packed into narrow space. He can build toward burst when his team needs damage, or play bulkier when he is the main frontline. The key is patience. If you throw everything at the first target you see, good players walk past you after your combo. Hold your engage until an enemy carry is trapped, a diver commits, or your team is ready to follow the knockback. View champion guide

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

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

Zac Zac Zac T5
Tier
T5
Rank
#153
Win Rate
46.78%
Pick Rate
0.41%

Zac the Secret Weapon Zac is a tanky engage machine who thrives on chaos. In standard play, he is known for his sustain and displacement, but in ARAM: Mayhem, he transforms into an unstoppable initiation engine. The single-lane format removes his ability to flank from fog of war, but the constant team fighting gives him endless opportunities to dive the backline. His signature pattern is simple: hit a long-range Elastic Slingshot, knock everyone up, and survive long enough to do it again. He wants to be in the middle of the enemy team, absorbing cooldowns while his own abilities come back up. The Mayhem environment, with its accelerated pace and frequent skirmishes, plays directly into his strength as a sustained frontliner who refuses to die. What changes here is the value of his passive, Cell Division. In Mayhem, fights are frequent and lethal, so every blob matters more for staying healthy. He also benefits heavily from augments and items that boost ability haste or healing, letting him spam engages faster than opponents can punish. If you enjoy diving in, causing disruption, and walking out alive, Zac is a strong pick. View champion guide

Gnar Gnar Gnar T5
Tier
T5
Rank
#164
Win Rate
44.93%
Pick Rate
0.32%

Gnar the Missing Link Gnar is a prehistoric yordle who fights entirely through his rage meter. He starts every fight as a small, ranged skirmisher poking with boomerangs and hops, then transforms into Mega Gnar—a massive melee beast with crowd control that can single-handedly win teamfights. Managing that transformation timer is the entire champion. In ARAM: Mayhem, Gnar becomes a constant threat because the accelerated pace keeps his rage building fast. You get more Mega Gnar phases, more ult slams, and way more opportunities to catch people who overextend. The single-lane format means your ultimate almost always has a wall to slam enemies against. Core Identity Form Swapper: Mini Gnar kites and chips away; Mega Gnar engages and disrupts. You never pick just one. Wall-Slam Champion: GNAR! throws enemies in a direction. Landing them into terrain stuns and deals bonus damage. In the Howling Abyss bridge, good wall slams are devastating. Self-Contained Engage: Mega Gnar's E hops in and slows nearby enemies, setting up your own ultimate without needing a teammate to start. What Changes in Mayhem The constant fighting means you cycle through forms rapidly. You barely get downtime to wait for a good transformation—rage fills whether you're ready or not. This forces quicker decisions: burn Mega Gnar on a small play, or hold it a few seconds for something bigger. Snowball helps Mini Gnar close distance before transforming, letting you hop in as Mega Gnar from unexpected angles. The faster gold and experience also smooth out his item spikes, so you're not stuck in that awkward mid-game phase where Mini Gnar feels too squishy to contribute. View champion guide

Hard Engage: Mini Gnar cannot start fights. He needs an ally like Malphite or Zac who can force a skirmish, allowing Gnar to transform mid-fight and layer his crowd control on top. Disengage: If Gnar transforms at a bad moment or misses his ultimate, he becomes a slow, easy target. He relies on peelers like Janna or Gragas to keep enemies off him during the vulnerable transformation window. Follow-Up Damage: Gnar's Mega form provides massive area-of-effect crowd control but lacks the sustained damage to kill tanks alone. He needs burst mages or ADCs who can instantly capitalize on his stuns. Top Synergies

Malphite (The Ultimate Setup)

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

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

Malphite (The Ultimate Setup)

Synergy Mechanism: Layered area-of-effect crowd control. Malphite engages with his ultimate, grouping the enemy team. Gnar follows up with GNAR!, slamming the entire disabled squad into a wall.

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

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

Yasuo (The Wall Combo)

Synergy Mechanism: Airborne interaction. Any knockup from Mega Gnar—whether from his ultimate slam or his Wallop (W)—sets up Yasuo for Last Breath.

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

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

Orianna (The Ball Delivery)

Synergy Mechanism: Shockwave combo. Orianna places the ball on Mini Gnar. When he transforms and goes for an engage, she detonates Command: Shockwave simultaneously with GNAR!.

Braum Braum Braum T4
Tier
T4
Rank
#130
Win Rate
48.29%
Pick Rate
0.40%

Braum the Heart of the Freljord Braum is a tanky support who wins by blocking damage and setting up stuns for his team. His whole identity revolves around Unbreakable, the giant shield that absorbs projectiles and protects allies standing behind him. In ARAM: Mayhem, he becomes one of the best anti-poke picks in the game because the constant barrage of skillshots makes his shield invaluable. His signature pattern is simple: catch a projectile on the shield, then look for a counter-engages with Winter's Bite or Glacial Fissure. He applies stacks of Concussive Blows with every hit, and once his team stacks four applications, the target gets stunned. In a mode where fights never stop, that crowd control creates real kill pressure. Mayhem's faster pace changes how he plays. He still peels for carries, but the increased gold and experience gain let him build tank items faster than on Summoner's Rift. He becomes harder to kill sooner, and his ultimate comes up often enough to force fights whenever his team is ready. He is not a damage dealer, and he cannot 1v1 most champions, but he controls the space in front of his team better than almost anyone. View champion guide

Braum (The Unbreakable Wall)

Synergy Mechanism: Defensive setup and passive synergy. Braum’s shield blocks incoming poke while Gnar builds Rage. Once Gnar transforms, Braum’s ultimate creates a slow field that makes landing GNAR! much easier.

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

Miss Fortune (The Bullet Rain)

Synergy Mechanism: Area denial. Gnar’s ultimate clusters enemies against a wall. Miss Fortune channels Bullet Time on the clumped, stunned targets.

Gnar ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Form PriorityMini form is the default state used for poking with Q and kiting, while Mega Gnar is a patient payoff for waiting until the team clusters together.Mega form is the primary state due to accelerated Rage generation, making Mini form a brief transition used to set up frequent engages and brawls.Play as a brawler who transforms constantly, not a patient kiter waiting for one perfect moment.
Skill UsageMissing Mini Q is painful because of long cooldowns in constant teamfights, so you must conserve abilities and wait for guaranteed hits.Abilities return quickly, allowing you to fish for catches liberally; use Mega skills immediately rather than holding R for a perfect five-man stun.Do not hold Mega R for perfection; a two- or three-man stun is often enough to win skirmishes.
Skill OrderYou usually max Q for poke and catch potential, as the damage and cooldown reduction on the boomerang define your laning phase.Maxing W or splitting points is often better because attack speed and percent health damage trigger constantly in sped-up brawls rather than sieges.Prioritize W for raw DPS in brawls over Q poke when fights become constant melees.
Snowball UsageSnowball is a tool used to close distance or set up Mega R setups on high-value targets who think they are safe.Snowball becomes your primary engage tool to create pressure frequently; you can engage even on tanks because your cooldowns and augment power threaten everyone.Never Snowball in while Mini with low Rage; you will die without the transformation safety net.
Build LogicBuilds focus on sustain and poke with items like Blade of the Ruined King, taking runes like Grasp or Fleet Footwork for long-term dueling.Sustain is less valuable; prioritize burst resistance, ability haste, and raw damage to survive Mega form engages and cycle skills faster.Build for burst, survivability, and haste rather than lifesteal or long-term dueling.
Teamfight SpacingMini Gnar stays at max range kiting back and forth, while Mega Gnar carefully looks for walls to slam enemies into during deliberate fights.Gap-closers and dash augments compress space, forcing you to play tighter to your team; your R serves as zone-control rather than just an engage tool.Use Mega R to peel divers off your carry or hit clumped enemies rather than diving the backline.

Champion Analysis

Role / Current performance

Overview

Gnar the Missing Link is a versatile fighter in ARAM: Mayhem whose core identity revolves around size switching and crowd control. The mode's dramatically reduced cooldowns allow Gnar to switch between Mini Gnar and Mega Gnar with unprecedented frequency, making him one of the most flexible champions available. His dual nature creates a unique gameplay pattern where players must manage his rage meter to time transformations strategically. In Mini Gnar form, Gnar functions as a ranged poke champion with sustained damage output. His Q ability, Boomerang Throw, provides frequent ranged harassment. His W ability, Hyper, serves as his primary damage tool, dealing bonus damage and granting movement speed after three consecutive attacks. The reduced cooldowns in Mayhem allow these attacks to trigger Hyper rapidly. His E ability, Hop, enables flexible repositioning with a dash that can bounce off enemies for a second jump, giving him strong mobility for engaging or escaping. When his rage meter fills, Gnar transforms into Mega Gnar, shifting from a mobile poke champion into a powerful crowd control anchor. His Q becomes Boulder Toss, damaging and slowing enemies in an area. His W, Wallop, emerges as his core crowd control tool, slamming the ground for AoE damage and a stun that almost always hits multiple enemies in the chaotic Mayhem environment. His E, Crush, creates a slow zone upon landing. His ultimate, GNAR!, represents his signature teamfight contribution, throwing enemies into the air and slamming them in a target direction. In Mayhem's clustered fights, this ability almost always hits multiple enemies, making it the ultimate teamfight control tool. Gnar's strategic value lies in his ability to fill multiple roles within a single game. He provides sustained ranged damage and mobility in Mini form while offering devastating crowd control and zone control in Mega form. The frequent transformations in Mayhem mean players can cycle through both identities repeatedly during extended fights, adapting to the flow of battle. His core role as "fighter plus size switching plus crowd control" makes him valuable for teams needing both damage and engage potential. Success with Gnar requires understanding when to embrace his curious, mobile Mini form for poke and kiting, and when to unleash his furious Mega form for devastating crowd control chains that can turn teamfights.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Gnar lives and dies by his Rage bar in Mayhem. The accelerated pace means transformations happen faster, but Mega form burns through quickly. Never force a fight just because transformation is imminent—if the team is resetting or enemies are under their tower, let the bar decay or poke quickly. The worst mistake is going Mega with no targets nearby, then getting caught in Mini form with zero cooldowns when enemies engage. Track the passive timer, which gives roughly four seconds of Mega Gnar before shrinking. Engaging with only two seconds left causes a mid-fight transformation back to Mini form, losing the health pool and crowd control, which usually results in death. Plan all-ins so transformation happens on landing, or use remaining time to disengage with the extra durability. Mini Gnar functions as a lane bully who should space at maximum Q range. Boomerang hits multiple targets in clustered fights, and return damage accumulates quickly. Catch the return to lower the cooldown; if missed, play back since damage output drops significantly without the reset. Keep moving constantly—standing still makes Gnar an easy skill-shot target. Bait enemy abilities by edging forward, then stepping back. When enemies whiff key stuns or burst spells, punish with auto-attack into Q. The W passive deals percent health damage, so consistent kiting melts both tanks and squishy targets. Respect enemy engage range, as gap-closers and global ults are everywhere in Mayhem. Against divers like Zed or Fizz with cooldowns ready, hug the lane side with an escape route. Save E hop for disengage rather than damage—using it offensively in Mini form leaves Gnar with zero mobility for several seconds, a death sentence against hard engage. Snowball is the primary engage tool in Mega form and should never be used to poke. Land Snowball on a priority target—ideally a squishy backliner or key playmaker—then dash in and immediately cast R to shove them into the wall or their own teammates. A four- or five-man GNAR! wins teamfights instantly; even a two-man stun creates a massive opening. Time transformation before committing. At 90 Rage, throw Q and auto-attack to push over the edge, then Snowball in while transforming for the full Mega duration. Snowballing in at 50 Rage means fighting as a slow melee champion with no crowd control until transformation finishes, and enemies will kite or kill. The stun duration on R scales with distance traveled, so look for walls and angles that maximize knockback distance or cluster enemies together. Mega Gnar excels at counter-engage. If enemies dive the backline, turn and R them into the tower or team rather than chasing carries. This turns enemy engage into a death trap. If the team has a dedicated engage tank, save R to layer crowd control after their initiation. In Mini form, peel is limited to Q slows and kiting—throw Q to slow assassins, auto to proc W, and reposition without trying to melee them down. Mini Gnar's E is a double hop if landing on a unit, and constant minion waves in Mayhem make this escape almost always available. Mega Gnar's E hops and slams, useful for jumping walls or creating distance with the landing slow. If about to turn back to Mini mid-fight, save E for escape—shrinking mid-air preserves the hop distance as Mini Gnar. In Mini form, hit whatever is closest since W passive shreds tanks and Q poke softens the entire enemy team. Never dive past frontline to hit the ADC, as this leads to getting caught and killed.

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Playstyle Guide

Playstyle / Team structure

Play guide

Gnar the Missing Link requires careful Rage management and positioning across all stages of Mayhem, where amplified damage and short death timers punish mistakes severely. The champion operates on a transformation cycle that dictates engagement windows, defensive options, and teamfight contribution. During the early game, Mini Gnar is fragile and cannot afford bad trades. Position near the front line but do not commit to the first wave collision. Use the Q boomerang to last-hit ranged minions while chipping the enemy frontliner, but avoid spamming abilities on cooldown since Rage management is critical. If hitting level 2 first with Rage below 50%, look for a quick E hop onto a low target. Hold Snowball as an escape or last-hit tool rather than an engage option, as Mini Gnar dies too fast to justify frontal engages into healthy enemies. Push the first wave for level 2, then slow push to build a crash wave around level 6 for a Mega Gnar transformation while enemies are under their tower. If behind, give up the first tower health relic if necessary, last-hit with Q from experience range, and wait for Mega Gnar to defend. In the mid game, positioning shifts based on the Rage bar. When Mini, play as a ranged poke champion staying back and landing Qs while using E to reposition or dodge major skill shots. At 80% Rage, start walking forward to force a fight or dive right as transformation occurs. Poke with Q until enemies reach around 60% health, then use Snowball to close the gap near full Rage, hop in with E, and unleash Mega Gnar abilities. Chain W stun after Q slow to lock targets down. Save the ultimate to pin enemies against walls or your tower rather than using it for raw damage. Push with Mega Gnar since wave clear improves significantly, but clear carefully as Mini to avoid enemy Snowballs. Late game demands flawless positioning since one mistake ends the game. Play entirely around Rage bar status. As Mini, kite at max range with Q slows and use E to hop over terrain or away from divers, never getting caught by Snowball or hard crowd control. Look for one decisive fight, poking to soften the front line but not committing until Rage is nearly full. A perfect GNAR! ultimate onto three or more enemies against a wall usually wins immediately. Use Snowball as a flash engage on back-line targets, transforming mid-flight or on arrival to surprise them with Mega Gnar's bulk and crowd control. Push only with your team and never face-check bushes or overextend for side wave experience due to punishing death timers. When behind, camp your own inhibitor tower and let enemies dive, then ult them into your tower or team for a turnaround opportunity. After a successful defense or pick, immediately counter-push without recalling to end the game while enemies are dead.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Gnar the Missing Link excels as a lane bully who transitions into a powerful teamfight initiator when ahead, but his effectiveness depends heavily on managing his Rage transformation and understanding when to play aggressively versus defensively. When Gnar wins early skirmishes or obtains strong augments like Castle or Speed Demon, he becomes an unstoppable force. The key trigger conditions for playing from ahead involve hitting level six first or securing a gold lead that allows completion of Iceborn Gauntlet or Black Cleaver before the enemy frontline finishes their first item. Mini Gnar's range allows him to poke enemies off their tower and control health relics, while his high damage output makes chasing him costly for opponents. The critical kill window opens when the Rage bar nears completion. At 80% Rage, walking forward forces enemies to choose between getting stunned against terrain or burning their flash to escape. Mega Gnar's ultimate can secure multi-man stuns that teammates can follow up on for teamfight wins. Augments like Castle enable indefinite sieging, while Executioner transforms Mega Gnar's burst into lethal diving potential. The most common throw pattern for an ahead Gnar is engaging with zero Rage. Mini Gnar is squishy and immobile without Hop available, making him vulnerable to crowd control chains from champions like Morgana or Veigar. Players must check their Rage bar before walking past their frontline, playing like an ADC when Rage is empty and like a tank when full. Chasing kills deep into the enemy base without teammates creates 4v5 windows that can cost inhibitors. When behind, Gnar must shift from initiator to counter-engage specialist. Losing tower health first, falling behind in levels, or dying before transforming in key fights signals this state. Gnar becomes too squishy to dive and lacks damage to burst tanks, so the priority becomes staying inside minion waves for gold and using Q to check bushes or slow approaching enemies rather than harassing. The optimal play is waiting for enemies to dive the backline, then transforming defensively to push attackers away from carries with Mega Gnar's ultimate. Recovery comes through stalling for tank items like Spirit Visage or Randuin's Omen, which restore viability as a frontline. Forcing bad fights to catch up accelerates defeat. The game becomes unrecoverable if Gnar gets caught in long crowd control chains while in Mini form during sieges. Against hard engage champions like Malphite or Yasuo, standing to the side rather than with the team forces enemies to choose between engaging on teammates where Gnar can flank with Mega Gnar ult, or engaging on Gnar who can Hop away and waste their time.

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Champion Background

Lore / Identity / Text block

Background copy

Gnar the Missing Link operates on a transformation cycle that defines his entire play pattern in ARAM: Mayhem. His passive, Rage Gene, causes him to build Rage through auto-attacks and abilities, eventually forcing a transformation into Mega Gnar. This transformation cannot be stopped once the bar is full, making timing and positioning critical. In Mini form, Gnar excels at kiting and wearing enemies down from a distance. When the Rage bar nears capacity, players must stop attacking briefly to delay the transformation until a better moment, ideally right as a teamfight breaks out or when the bonus health and resistances are needed to survive burst damage. Transforming too early while chasing leaves Gnar as a slow melee target without mobility, vulnerable to enemies simply walking away or turning on him. Enemies can see the Rage bar and will often disengage when transformation is imminent, wasting Mega duration, or dump cooldowns the instant Gnar transforms to burn through bonus health. The boomerang in Mini form serves as the primary poke and setup tool, with the slow being crucial for follow-up damage or escaping dives. Catching the return boomerang significantly reduces cooldowns, making it even more valuable in Mayhem's accelerated environment. Missing the catch leaves Gnar without his main trading tool for an extended window. In Mega form, the boulder becomes a strong burst tool used to slow targets before the ultimate. Mini Gnar's W passive grants movement speed after three attacks, making him slippery against skill-shots. The active hop serves as a gap-closer or dodge tool but carries a long cooldown for a small jump, requiring careful use. In Mega form, Wallop delivers a frontal stun that sets up the ultimate perfectly. The E ability functions as both escape and engage, with Mini form featuring a bounce mechanic that can hop off minions or enemies for extended mobility. The classic engage combo involves filling Rage, using Mini E to bounce onto a target, transforming mid-air, and landing as Mega Gnar with immediate W stun into R slam. The ultimate, GNAR!, defines teamfight impact by slamming nearby enemies in a cursor-directed area. Hitting a wall increases damage and stuns, while missing the wall only slows. The narrow ARAM lane provides walls everywhere, making the stun condition achievable, but manual aiming is required. A poorly aimed R can save enemies by throwing them to safety. Players must position with walls behind targets and use R immediately after Mega W stun for guaranteed wall slams. Enemies will attempt to flank or stand in open lanes to avoid walls, and may save knockbacks or dashes to escape upon transformation. Hesitating until Mega form expires loses the ability entirely, leaving Gnar in Mini form without burst for the ongoing fight.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Gnar the Missing Link players in ARAM: Mayhem commonly undermine their effectiveness through mechanical errors and poor decision-making around rage management and form transitions. The most critical mechanical mistakes center on rage bar awareness. Engaging as Mini Gnar with an empty or white rage bar results in reduced damage output and no crowd control, often leading to death before transformation or transformation in an unfavorable position. Players should instead poke with Q and auto-attacks to build rage, only committing when the bar is yellow and near full. Conversely, wasting the E hop to engage when rage is already at 95% or higher burns a critical mobility tool right before transformation, leaving Mega Gnar unable to reposition or chase. The correct approach is to walk up or use Snowball while saving E for repositioning after transforming. Mega Gnar's ultimate defines teamfight impact in Mayhem, making proper R positioning essential. Panicked transformations in open ground push enemies away without stunning them, wasting massive swing potential. Players should position between enemies and walls or retreat paths before transformation, ensuring R slams targets into terrain for the stun duration. Fighting in the bridge's open center reduces R to a slow, which fails against mobile or healing-heavy compositions. Mini Gnar's Q returns are equally important to execute properly. Missing the catch significantly drops damage output due to the unreduced cooldown and removes the speed buff, making Gnar an easier target. Decision mistakes often stem from misunderstanding Mega Gnar's value in Mayhem. Intentionally stalling transformation to remain as Mini Gnar denies the team a massive AOE stun and frontline presence. In Mayhem's frequent, chaotic fights, Mega Gnar's crowd control and durability typically outweigh Mini Gnar's kiting and poke. Building full damage items for Mini Gnar W procs leaves Mega Gnar too squishy to survive long enough to land R, turning the form into a gold-feeding target. Hybrid bruiser builds with items like Black Cleaver or Sterak's Gage followed by tank items provide the survivability needed to execute engages. Snowball usage requires rage awareness. Dashing in as Mini Gnar places a squishy ranged unit in the enemy backline, leading to instant deletion. Players should use Snowball marks to build rage with autos, only dashing in when transformation is imminent. Tower siege timing also demands attention to the transformation timer. Engaging a tower dive with seconds left on Mega Gnar causes a mid-dive transformation into Mini Gnar, who cannot tank tower shots. Players should back off and reset rage, engaging with poke as Mini Gnar before diving with a fresh Mega transformation ready. Recovery from mistakes involves immediate disengagement using E or flash, accepting wasted cooldowns, and playing safe until health and rage stabilize.

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FAQ

Gnar

FAQ

Is Gnar good in ARAM: Mayhem? He is a strong pick because Mayhem's accelerated pace helps him reach Mega Gnar faster and more often. Mini Gnar provides consistent poke and mobility, while Mega Gnar offers game-changing crowd control. You just need to manage your rage bar carefully so you do not transform at a bad time. How do I manage the Rage bar effectively? Stop auto-attacking and casting abilities when your rage is full so you can choose when to transform. Ideally, you want to transform right before a teamfight starts or when you have a clear angle for your ultimate. If you transform while retreating or out of position, you waste Mega Gnar's cooldowns and durability. What is the biggest mistake Gnar players make? Transforming automatically just because the bar is full is the most common error. You often see players turn into Mega Gnar while chasing a single low-health target, wasting the AoE stun potential. Always look for clumped enemies before you manually trigger the transformation.

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