ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T5 Rank #153

Zac ARAM Mayhem Build & Best Augments

Zac role and playstyle: baseline role is AP tank, with a core identity built around teamfight utility and damage output. Q is a primary trading or damage tool; 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 AoE pressure, dash mobility. Hextech augment reliance: Low to medium: the base kit is functional, while premium augments noticeably improve consistency. Execution difficulty: Low to medium execution: easy to start, but better movement, spacing, and combo timing raise the ceiling. 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.

Zac Zac the Secret Weapon Tank / Mage
TierT5
Rank#153
Win Rate46.78%
Pick Rate0.41%

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

Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.

Win Rate49.78%
Pick Rate17.58%
#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

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

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

Win Rate48.38%
Pick Rate5.40%
#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%.

Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate47.80%
Pick Rate5.00%

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%.

48.60%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.

49.69%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

49.61%
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.

46.79%
Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

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

50.62%
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).

50.09%
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%.

48.46%
Sunfire Aegis Sunfire Aegis Sunfire Aegis
Total Price
2,700
Price
600

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

48.53%
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.

49.90%
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.

47.74%
Hollow Radiance Hollow Radiance Hollow Radiance
Total Price
2,800
Price
650

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

53.07%
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.

51.58%

Starting items

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

+350 Health

49.93%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

49.93%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

49.82%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

49.82%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

49.82%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

46.89%
Guardian's Horn Guardian's Horn Guardian's Horn
Total Price
950
Price
950

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

46.89%

Core items

#1
Hextech Rocketbelt Hextech Rocketbelt Hextech Rocketbelt
Total Price
2,650
Price
300

+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.

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

+12 Magic Penetration +45 Move Speed

Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

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

Win Rate43.39%
Pick Rate2.14%
#2
Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

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

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

+12 Magic Penetration +45 Move Speed

Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

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

Win Rate39.20%
Pick Rate1.60%
#3
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

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

Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

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

Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

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

Win Rate42.20%
Pick Rate1.60%

Situational itemstop 12

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

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

38.22%
Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

44.97%
Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

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

41.10%
Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

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

44.29%
Hextech Rocketbelt Hextech Rocketbelt Hextech Rocketbelt
Total Price
2,650
Price
300

+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.

45.19%
Riftmaker Riftmaker Riftmaker
Total Price
3,100
Price
950

+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.

44.00%
Rabadon's Deathcap Rabadon's Deathcap Rabadon's Deathcap
Total Price
3,500
Price
1,100

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

39.81%
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

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

36.75%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

39.19%
Zhonya's Hourglass Zhonya's Hourglass Zhonya's Hourglass
Total Price
3,250
Price
450

+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.

43.01%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.

40.91%
Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Total Price
2,600
Price
450

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

37.95%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

49.91%
Hextech Alternator Hextech Alternator Hextech Alternator
Total Price
1,100
Price
300

+45 Ability Power Revved Damaging a champion deals bonus magic damage.

49.91%
Haunting Guise Haunting Guise Haunting Guise
Total Price
1,300
Price
500

+30 Ability Power +200 Health Madness For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

41.86%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

40.48%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

40.48%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Circle of Death Circle of Death Circle of Death Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.42%
Pick Rate
7.10%
Games
877

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

View augment details
PrismaticT155.42%7.10%877
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.85%
Pick Rate
6.84%
Games
845

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
PrismaticT153.85%6.84%845
Quest: Icathia's Fall Quest: Icathia's Fall Quest: Icathia's Fall Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.67%
Pick Rate
5.40%
Games
667

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

View augment details
PrismaticT150.67%5.40%667
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
50.19%
Pick Rate
13.11%
Games
1,618

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

View augment details
GoldT150.19%13.11%1,618
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
49.70%
Pick Rate
20.03%
Games
2,473

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
GoldT149.70%20.03%2,473
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
48.94%
Pick Rate
14.88%
Games
1,837

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
SilverT148.94%14.88%1,837
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
48.85%
Pick Rate
6.67%
Games
823

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
GoldT148.85%6.67%823
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
48.36%
Pick Rate
6.16%
Games
761

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
PrismaticT148.36%6.16%761
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
48.29%
Pick Rate
5.44%
Games
671

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

View augment details
SilverT148.29%5.44%671
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
47.93%
Pick Rate
6.84%
Games
845

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

View augment details
GoldT147.93%6.84%845
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
47.72%
Pick Rate
8.88%
Games
1,096

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

View augment details
SilverT147.72%8.88%1,096
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
47.69%
Pick Rate
7.20%
Games
889

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

View augment details
SilverT147.69%7.20%889
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
47.66%
Pick Rate
18.85%
Games
2,327

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

View augment details
GoldT147.66%18.85%2,327
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
47.40%
Pick Rate
4.67%
Games
576

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
SilverT147.40%4.67%576
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.01%
Pick Rate
9.06%
Games
1,119

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

View augment details
PrismaticT147.01%9.06%1,119
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
46.60%
Pick Rate
14.55%
Games
1,796

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
GoldT146.60%14.55%1,796
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
46.24%
Pick Rate
9.27%
Games
1,144

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

View augment details
GoldT146.24%9.27%1,144
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.69%
Pick Rate
5.64%
Games
696

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

View augment details
PrismaticT145.69%5.64%696
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
45.40%
Pick Rate
5.37%
Games
663

Grants 20% heal and shield power .

View augment details
SilverT145.40%5.37%663
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
44.79%
Pick Rate
12.52%
Games
1,545

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

View augment details
GoldT144.79%12.52%1,545
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
44.48%
Pick Rate
6.97%
Games
861

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

View augment details
GoldT144.48%6.97%861
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
43.83%
Pick Rate
9.13%
Games
1,127

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

View augment details
GoldT143.83%9.13%1,127
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
42.64%
Pick Rate
6.27%
Games
774

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT142.64%6.27%774
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
42.59%
Pick Rate
5.57%
Games
688

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
SilverT142.59%5.57%688
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
41.95%
Pick Rate
5.48%
Games
677

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

View augment details
SilverT141.95%5.48%677
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
41.20%
Pick Rate
4.19%
Games
517

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

View augment details
SilverT141.20%4.19%517
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
53.53%
Pick Rate
1.95%
Games
241

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

View augment details
PrismaticT253.53%1.95%241
Upgrade Thornmail Upgrade Thornmail Upgrade Thornmail Silver
Rarity
Silver
Tier
T3
Win Rate
53.10%
Pick Rate
3.26%
Games
403

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

View augment details
SilverT253.10%3.26%403
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
53.05%
Pick Rate
1.73%
Games
213

Gain 1750 upon acquiring this augment.

View augment details
GoldT253.05%1.73%213
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
53.01%
Pick Rate
2.02%
Games
249

Gain 2 Stat Anvils .

View augment details
SilverT253.01%2.02%249
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.88%
Pick Rate
1.94%
Games
239

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

View augment details
PrismaticT251.88%1.94%239
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
51.81%
Pick Rate
2.69%
Games
332

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

View augment details
SilverT251.81%2.69%332
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
51.56%
Pick Rate
2.07%
Games
256

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

View augment details
GoldT251.56%2.07%256
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
51.03%
Pick Rate
1.97%
Games
243

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

View augment details
SilverT251.03%1.97%243
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
50.98%
Pick Rate
2.07%
Games
255

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
GoldT250.98%2.07%255
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
50.51%
Pick Rate
3.21%
Games
396

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

View augment details
GoldT250.51%3.21%396
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
50.00%
Pick Rate
1.72%
Games
212

Grants 60 ability haste .

View augment details
GoldT250.00%1.72%212
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.48%
Pick Rate
2.25%
Games
278

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

View augment details
PrismaticT247.48%2.25%278
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
47.30%
Pick Rate
3.00%
Games
370

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
GoldT247.30%3.00%370
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
46.86%
Pick Rate
2.84%
Games
350

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

View augment details
SilverT246.86%2.84%350
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.81%
Pick Rate
1.90%
Games
235

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

View augment details
PrismaticT246.81%1.90%235
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
46.77%
Pick Rate
2.51%
Games
310

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
GoldT246.77%2.51%310
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.73%
Pick Rate
3.22%
Games
398

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

View augment details
PrismaticT246.73%3.22%398
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
45.66%
Pick Rate
2.52%
Games
311

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
GoldT245.66%2.52%311
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
45.61%
Pick Rate
2.40%
Games
296

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

View augment details
GoldT245.61%2.40%296
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
45.43%
Pick Rate
2.57%
Games
317

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

View augment details
SilverT245.43%2.57%317
Windspeaker's Blessing Windspeaker's Blessing Windspeaker's Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.32%
Pick Rate
2.16%
Games
267

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

View augment details
PrismaticT245.32%2.16%267
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
45.08%
Pick Rate
1.98%
Games
244

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

View augment details
GoldT245.08%1.98%244
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
45.08%
Pick Rate
3.13%
Games
386

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

View augment details
GoldT245.08%3.13%386
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
45.02%
Pick Rate
1.71%
Games
211

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

View augment details
PrismaticT245.02%1.71%211
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.00%
Pick Rate
3.40%
Games
420

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

View augment details
PrismaticT245.00%3.40%420
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
44.99%
Pick Rate
3.15%
Games
389

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

View augment details
GoldT244.99%3.15%389
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
44.96%
Pick Rate
1.93%
Games
238

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
SilverT244.96%1.93%238
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
44.85%
Pick Rate
2.67%
Games
330

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

View augment details
GoldT244.85%2.67%330
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.49%
Pick Rate
1.84%
Games
227

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

View augment details
PrismaticT244.49%1.84%227
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
44.21%
Pick Rate
3.08%
Games
380

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

View augment details
SilverT244.21%3.08%380
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
43.99%
Pick Rate
3.57%
Games
441

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
GoldT243.99%3.57%441
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
42.59%
Pick Rate
1.75%
Games
216

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
GoldT242.59%1.75%216
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
42.03%
Pick Rate
2.39%
Games
295

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
GoldT242.03%2.39%295
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
41.20%
Pick Rate
2.16%
Games
267

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
GoldT241.20%2.16%267
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
41.18%
Pick Rate
1.79%
Games
221

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

View augment details
GoldT241.18%1.79%221
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
40.87%
Pick Rate
1.68%
Games
208

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
PrismaticT240.87%1.68%208
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
39.41%
Pick Rate
2.49%
Games
307

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
GoldT239.41%2.49%307
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
38.26%
Pick Rate
2.79%
Games
345

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
GoldT238.26%2.79%345
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
37.98%
Pick Rate
2.32%
Games
287

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

View augment details
GoldT237.98%2.32%287
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
37.70%
Pick Rate
2.04%
Games
252

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

View augment details
SilverT237.70%2.04%252
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
53.85%
Pick Rate
1.05%
Games
130

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

View augment details
GoldT353.85%1.05%130
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
52.04%
Pick Rate
0.79%
Games
98

Gain 15% omnivamp .

View augment details
SilverT352.04%0.79%98
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.32%
Pick Rate
1.27%
Games
157

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

View augment details
PrismaticT350.32%1.27%157
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
49.56%
Pick Rate
0.92%
Games
113

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT349.56%0.92%113
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
49.43%
Pick Rate
1.41%
Games
174

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

View augment details
SilverT349.43%1.41%174
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
47.56%
Pick Rate
1.33%
Games
164

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

View augment details
SilverT347.56%1.33%164
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.96%
Pick Rate
0.93%
Games
115

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

View augment details
PrismaticT346.96%0.93%115
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
46.79%
Pick Rate
1.26%
Games
156

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

View augment details
SilverT346.79%1.26%156
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.77%
Pick Rate
1.00%
Games
124

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

View augment details
PrismaticT346.77%1.00%124
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
45.99%
Pick Rate
1.51%
Games
187

Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you.

View augment details
GoldT345.99%1.51%187
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
45.14%
Pick Rate
1.42%
Games
175

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
PrismaticT345.14%1.42%175
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.94%
Pick Rate
1.28%
Games
158

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
PrismaticT344.94%1.28%158
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.85%
Pick Rate
1.10%
Games
136

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

View augment details
PrismaticT344.85%1.10%136
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
44.30%
Pick Rate
1.28%
Games
158

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

View augment details
GoldT344.30%1.28%158
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
44.20%
Pick Rate
1.12%
Games
138

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

View augment details
SilverT344.20%1.12%138
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
43.59%
Pick Rate
0.95%
Games
117

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
SilverT343.59%0.95%117
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.06%
Pick Rate
1.17%
Games
144

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

View augment details
PrismaticT343.06%1.17%144
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
42.95%
Pick Rate
1.21%
Games
149

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
GoldT342.95%1.21%149
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
42.86%
Pick Rate
1.02%
Games
126

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT342.86%1.02%126
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
41.88%
Pick Rate
0.95%
Games
117

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

View augment details
GoldT341.88%0.95%117
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
40.94%
Pick Rate
1.21%
Games
149

Grants 18% armor penetration and magic penetration .

View augment details
GoldT340.94%1.21%149
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
40.82%
Pick Rate
0.79%
Games
98

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

View augment details
GoldT340.82%0.79%98
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
40.65%
Pick Rate
1.26%
Games
155

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

View augment details
PrismaticT340.65%1.26%155
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
39.00%
Pick Rate
0.81%
Games
100

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

View augment details
GoldT339.00%0.81%100
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
38.96%
Pick Rate
1.25%
Games
154

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

View augment details
SilverT338.96%1.25%154
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
38.15%
Pick Rate
1.40%
Games
173

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

View augment details
PrismaticT338.15%1.40%173
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
38.10%
Pick Rate
0.85%
Games
105

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

View augment details
SilverT338.10%0.85%105
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
37.82%
Pick Rate
0.96%
Games
119

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

View augment details
PrismaticT337.82%0.96%119
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
54.65%
Pick Rate
0.70%
Games
86

After dashing or blinking , gain a shield that lasts for 2 seconds and absorbs 65 – 290 (based on level) (+ 65% AD) (+ 26% AP) damage (5 second cooldown).

View augment details
SilverT454.65%0.70%86
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.57%
Pick Rate
0.45%
Games
56

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

View augment details
PrismaticT453.57%0.45%56
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.86%
Pick Rate
0.57%
Games
70

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

View augment details
PrismaticT452.86%0.57%70
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.22%
Pick Rate
0.73%
Games
90

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
PrismaticT452.22%0.73%90
Stuck in Here With Me Stuck in Here With Me Stuck in Here With Me Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.25%
Pick Rate
0.65%
Games
80

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

View augment details
PrismaticT451.25%0.65%80
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.11%
Pick Rate
0.73%
Games
90

Gain ability haste equal to 30% AP .

View augment details
PrismaticT451.11%0.73%90
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
49.43%
Pick Rate
0.70%
Games
87

Dashing or blinking grants 12 bonus armor and bonus magic resistance , stacking up to 5 times for a total of 60 bonus resistances. Stacks are reset every 60 seconds since acquiring the augment.

View augment details
GoldT449.43%0.70%87
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.25%
Pick Rate
0.54%
Games
67

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

View augment details
PrismaticT449.25%0.54%67
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
49.23%
Pick Rate
0.53%
Games
65

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

View augment details
SilverT449.23%0.53%65
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.18%
Pick Rate
0.49%
Games
61

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
PrismaticT449.18%0.49%61
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
48.78%
Pick Rate
0.66%
Games
82

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

View augment details
GoldT448.78%0.66%82
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.55%
Pick Rate
0.47%
Games
58

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

View augment details
PrismaticT446.55%0.47%58
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.34%
Pick Rate
0.66%
Games
82

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

View augment details
PrismaticT446.34%0.66%82
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
45.95%
Pick Rate
0.60%
Games
74

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
GoldT445.95%0.60%74
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.44%
Pick Rate
0.44%
Games
54

Quest: Score 18 champion takedowns . Reward: Upon completing your Quest , you receive The Golden Spatula . If your inventory is full at the time of quest completion, the item will be granted as soon as a slot in the inventory is available.

View augment details
PrismaticT444.44%0.44%54
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
44.07%
Pick Rate
0.48%
Games
59

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

View augment details
SilverT444.07%0.48%59
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.59%
Pick Rate
0.63%
Games
78

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

View augment details
PrismaticT443.59%0.63%78
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
43.04%
Pick Rate
0.64%
Games
79

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

View augment details
GoldT443.04%0.64%79
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
42.86%
Pick Rate
0.45%
Games
56

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

View augment details
SilverT442.86%0.45%56
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
41.54%
Pick Rate
0.53%
Games
65

Grants 50% critical strike chance .

View augment details
GoldT441.54%0.53%65
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
40.98%
Pick Rate
0.49%
Games
61

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

View augment details
PrismaticT440.98%0.49%61
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
40.43%
Pick Rate
0.76%
Games
94

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT440.43%0.76%94
Mighty Shield Mighty Shield Mighty Shield Silver
Rarity
Silver
Tier
T5
Win Rate
40.28%
Pick Rate
0.58%
Games
72

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

View augment details
SilverT440.28%0.58%72
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
39.47%
Pick Rate
0.62%
Games
76

Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.]

View augment details
SilverT439.47%0.62%76
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
38.03%
Pick Rate
0.58%
Games
71

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

View augment details
PrismaticT438.03%0.58%71
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
37.84%
Pick Rate
0.60%
Games
74

Grants 3 random Dragon Souls .

View augment details
PrismaticT437.84%0.60%74
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
37.65%
Pick Rate
0.69%
Games
85

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

View augment details
PrismaticT437.65%0.69%85
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
37.31%
Pick Rate
0.54%
Games
67

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

View augment details
SilverT437.31%0.54%67
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
37.21%
Pick Rate
0.70%
Games
86

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

View augment details
PrismaticT437.21%0.70%86
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
33.78%
Pick Rate
0.60%
Games
74

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT433.78%0.60%74
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
32.69%
Pick Rate
0.42%
Games
52

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

View augment details
GoldT432.69%0.42%52

Zac Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

R > Q > E > W

REQW

R > E > Q > W or R > E > W > Q

REWQ

R > E > Q > W or R > E > W > Q

Zac Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Zac 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

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

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

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

Varus Varus Varus T5
Tier
T5
Rank
#155
Win Rate
46.18%
Pick Rate
1.04%

Varus the Arrow of Retribution Varus is a long-range poke marksman who dominates lanes by wearing down enemies before they can close the distance. He fills the artillery carry role, relying on charged shots and crowd control to dictate the flow of fights from safety. His signature pattern revolves around charging Piercing Arrow (Q) to snipe low-health targets or harass opponents under their tower. He stacks blight on enemies with basic attacks, then detonates those stacks with abilities for burst damage. This creates a rhythm: auto-attack, ability, auto-attack, ability. In ARAM: Mayhem, Varus becomes significantly more oppressive. The mode's accelerated pace and increased mana regeneration let him fire fully charged arrows almost on cooldown. His ultimate, Chain of Corruption, spreads faster in constant team fights, often triggering multiple chains in a single engagement. He transitions from a careful poker into a relentless siege engine that forces enemies to dodge or die. View champion guide

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

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

Read counter details

Countered By

5

Zac is countered by these champions in ARAM: Mayhem.

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

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

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

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

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

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

Read counter details

Zac Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
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

Follow-up Crowd Control: Zac’s slams scatter people. He needs allies with area stuns or roots to lock down targets after his initial knock-up ends. Reliable Burst Damage: Zac creates openings, but he often cannot finish high-health targets alone before they recover. He needs mages or assassins who can delete a target during the two-second window he provides. Long-Range Poke Pressure: While Zac wants to go in, having a poke mage forces enemies to hide behind minions. This makes landing the Elastic Slingshot easier, as enemies are too busy dodging skillshots to check the fog for his charge-up. Top Synergy Pairings

1. Orianna (High Value) This is the classic "Ball Delivery Service" combo, and it remains terrifying in Mayhem. Zac engages from fog of war with a charged Elastic Slingshot. Orianna places her ball on him before he launches. When Zac lands, he knocks everyone up; Orianna instantly activates Shockwave. The chain crowd control leaves the enemy team airborne for nearly three seconds.

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

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

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

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

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

Best Scenario: Zac lands a multi-man Slingshot onto a clumped backline. Orianna follows with Command: Shockwave to keep them locked in Zac’s ultimate bounce radius. Enemy Answer: Quick reaction crowd control like Soraka silence or Janna tornado can stop Zac mid-air, dislodging the ball and ruining the combo timing. Failure Risk: If Orianna is too slow, enemies may flash out before the Shockwave lands, leaving Zac isolated. Recovery: Zac uses his ultimate to push enemies back toward his tower or uses Cell Division passive to bait cooldowns while Orianna repositions.

2. Miss Fortune (High Value) Zac is the perfect setup for "Bullet Time." His Elastic Slingshot and Let’s Bounce both group enemies tightly in a small circle. Miss Fortune loves targets that cannot move. When Zac lands, Miss Fortune channels her ultimate, stacking massive damage on top of the crowd control. In Mayhem’s chaotic fights, this combination often wipes a team from full health.

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

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

Best Scenario: Zac engages over terrain, knocking up three or more enemies. Miss Fortune channels her ultimate immediately, covering the entire knock-up zone. Enemy Answer: Hard engage on Miss Fortune. If the enemy assassin or diver ignores Zac and goes straight for the gunner, the combo falls apart. Failure Risk: Miss Fortune gets interrupted or forced to move. Zac is then left in the middle of the enemy team with his damage output mostly spent. Recovery: Zac peels for Miss Fortune using his remaining slams, buying her time to reset and cast again or escape.

3. Yasuo (Strong Value) Yasuo’s Last Breath requires airborne targets. Zac is an airborne generator. Every part of Zac’s kit—his passive blob pickup burst, his stretch, his slingshot, and his ultimate—counts as a knock-up for Yasuo. This synergy is almost effortless. Zac lands, Yasuo clicks R, and the chain CC continues.

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

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

Best Scenario: Zac hits a long-range Slingshot onto a priority target. Yasuo dashes through minions to reach the fight and instantly ults the knocked-up victims. Enemy Answer: Point-and-click crowd control. If Yasuo gets stunned or grounded before he can ult, the chain breaks. Failure Risk: Yasuo might ult too early, leaving enemies still alive and ready to fight back while Zac’s cooldowns are down. Recovery: Zac uses his ultimate to push enemies away from Yasuo, creating space for the swordsman to stack his flow and dash to safety.

4. Vel’Koz (Strong Value) Vel’Koz needs enemies to sit still for his true damage beams. Zac provides that stillness. When Zac engages, enemies often panic and burn their movement abilities. Vel’Koz can then land his knock-up or slow, setting up his ultimate. The sheer damage output of a full-channel Lifeform Disintegration Ray on a team stuck in Zac’s crowd control is overwhelming.

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

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

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

Best Scenario: Zac dives the backline. The enemy support tries to peel. Vel’Koz uses the chaos to land a full-duration ultimate on the enemy frontline and backline simultaneously. Enemy Answer: Long-range poke or disengage. If Vel’Koz gets poked down before the fight starts, he cannot follow up on Zac’s engage. Failure Risk: Vel’Koz misses his crowd control or gets flanked. Zac is left swinging alone while the enemy collapses on the squishy mage. Recovery: Zac switches to a defensive peeling role, using his body to block skillshots aimed at Vel’Koz, allowing the researcher to reset.

5. Lulu (Situational Value) Lulu turns Zac into an unkillable monster. In Mayhem, Zac already heals constantly. Lulu’s Wild Growth adds massive health, a slow, and a knock-up on top of Zac’s kit. When Zac goes in, Lulu ults him. The resulting AoE knock-up combined with Zac’s own disruption creates a massive zone of denial. Whimsy also saves Zac from burst, letting him survive long enough to collect blobs.

Zac ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role and TempoZac plays a patient frontliner who wins by outlasting enemies through multiple engage cycles, using a rhythmic tempo of engage, disengage, sustain, and repeat.He becomes a disruption engine who creates chaos every few seconds, shifting from a tank who survives to an initiator where constant pressure matters more than sustain.Stop waiting for perfect engages; use your rapid cooldowns to maintain relentless pressure.
Skill UsageMax Elastic Slingshot first for range, charge E to max for surprise, and save Q for peel or R for disengage and priority target CC stacking.Short-charge E often to close gaps quickly, spam Q aggressively to reposition enemies, and use R as a chaos generator to force fights since cooldowns are short.Use abilities on cooldown for disruption; a landed short-charge E beats a dodged full charge.
Snowball PriorityMark/Dash serves as a crutch to close distance when Elastic Slingshot is down, acting as a primary engage tool.Snowball becomes a secondary tool for repositioning mid-fight or chasing runners, since E is available so often for primary engages.Open with E for control, then use Snowball to follow flashes or chase runners.
Build and Rune LogicBuild for sustain with Spirit Visage and Warmog's Armor, taking Grasp or Aftershock to heal through poke and survive burst.Lean into ability haste and durability for repeated engages; Heartsteel works well. Aftershock remains strong, but Phase Rush helps disengage and reset.Prioritize haste and durability over pure sustain; avoid Conqueror as fights end too fast.
Teamfight SpacingZac thrives on the front line absorbing poke and looking for picks, trusting his passive and regeneration to heal back damage.Standing still gets you killed due to high damage; play in motion, jump in to disrupt, and reposition immediately. Engage with your team in range.Never stand still auto-attacking; your value is in the CC chain, not damage.

Champion Analysis

Role / Current performance

Overview

Zac the Secret Weapon is a bio-engineered tank from Zaun who excels in Hextech Mayhem through his unique bouncing mechanics and split-reform capabilities. The dramatically reduced cooldowns in this mode allow Zac to bounce and split with unprecedented frequency, establishing him as one of the most mobile tanks available. His core role combines tank durability, bounce engage, and split revive, making him a persistent threat who can initiate fights and return even after being killed. Zac's passive, Cell Division, splits him into four blobs upon death. If not all blobs are destroyed, Zac revives, giving him a chance to return to the fight even when killed. This passive creates a unique strategic dynamic where enemies must focus down his blobs to permanently eliminate him, otherwise he reforms and continues applying pressure. His Q ability, Stretching Strike, extends his arms to attack enemies for sustained damage, benefiting from frequent use in the accelerated environment. His W ability, Unstable Matter, serves as his primary damage tool by dealing percent health damage to nearby enemies. This ability becomes particularly valuable against enemy tanks in Hextech Mayhem, as frequent use deals massive damage to high-health targets. His E ability, Elastic Slingshot, functions as his signature move and the perfect teamfight initiation tool. Zac charges and launches to a target area, almost always hitting multiple enemies with a knock-up due to the mode's mechanics, making it reliable engagement for starting fights. His ultimate, Let's Bounce!, amplifies his crowd control presence by bouncing multiple times and knocking up enemies for massive AoE crowd control. Combined with his Elastic Slingshot, Zac can chain knock-ups to disrupt entire enemy teams. His gameplay pattern revolves around using Elastic Slingshot to initiate teamfights, applying crowd control with his ultimate, dealing sustained and percent health damage through his basic abilities, and relying on Cell Division to revive if killed. Recommended builds focus on health and ability power to maximize both survivability and engage potential, supporting his role as a tank who can repeatedly bounce into fights and survive sustained combat.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Zac the Secret Weapon thrives on aggressive engagement in the single lane of ARAM: Mayhem, where reduced cooldowns allow him to initiate frequently without waiting for perfect opportunities. His primary engage pattern involves using Stretching Strike into a charged Elastic Slingshot, targeting enemy backline champions who step out of position. If the primary targets are well-protected, bouncing on the frontline with Let's Bounce! still creates valuable chaos by knocking up multiple enemies and setting up teammates for follow-up damage. Surprise is essential for successful slingshots, so Zac should always begin channeling from inside bushes or outside enemy vision range to minimize reaction time. The narrow lane format works heavily in Zac's favor. Stretching Strike reaches through minions with deceptively long range, enabling early poke across the lane width. When enemies cluster near their tower, a charged slingshot becomes extremely difficult to dodge due to limited sidestep options. Defensive positioning along side walls forces enemies to commit deeply or abandon their angle entirely, and slingshot angles over walls from side brush can bypass frontline defenders entirely. Mark/Dash serves as both a backup engage tool and an escape mechanism that should not be wasted on minor poke. The optimal sequence involves marking a target that has expended mobility or crowd control options, then dashing in and immediately casting Elastic Slingshot during the Snowball stun window to guarantee a full charge knockup. Snowball also enables emergency escapes by allowing Zac to dash to distant targets, creating space for passive blob healing. Zac excels at counter-engage and peel. When divers threaten allied carries, saving Elastic Slingshot or using Let's Bounce! creates constant knockups that prevent assassins from sticking to targets. Intercepting enemy initiators mid-flight with a charged slingshot can neutralize their engagement entirely. Escape attempts require using Let's Bounce! to create distance, then looking for slingshot angles over walls, with Mayhem's reduced cooldowns often providing a second jump opportunity. Target priority requires realistic assessment. Diving a protected carry risks getting kited, so targeting mages or supports with limited mobility often yields better results. When ahead, Zac shifts to a catch mindset, sniping overextended stragglers. When behind, he becomes a dedicated peeler for allied damage dealers, which often provides more value than dying while attempting to reach the enemy backline. Zac synergizes exceptionally well with augments that trigger on ability hits or crowd control, since his kit delivers multiple hits per engagement. Let's Bounce! triggers on-hit effects on every bounce, and passive blobs can interact with certain augments. Layering abilities by hitting Stretching Strike, then slingshot, then ultimate maximizes trigger opportunities. Cooldown-reducing augments can transform Zac into a perpetual knockup machine capable of engaging, disengaging, and re-engaging within a single fight. Wave control flows naturally through blob collection, as Stretching Strike spawns blobs near enemies, and collecting them pushes the wave. This rhythm enables dive setups where shoving under tower forces enemies to choose between wave clearing and dodging engage. Diving requires Zac to go first, using his passive as insurance, and communicating with teammates to ensure follow-up. When behind, Zac shifts entirely to peeling and survival, using Stretching Strike to slow approaching threats and saving slingshot to interrupt key enemy abilities.

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Playstyle Guide

Playstyle / Team structure

Play guide

Zac the Secret Weapon approaches Mayhem with a game plan built around sustained trading, zone control, and constant disruption rather than burst damage or all-in survival. In the early game, positioning near the front line without face-checking brush is essential since poke damage comes out faster and hurts more in this mode. Using brush to break line of sight creates a zone where enemies cannot freely walk up to poke ranged teammates. Collecting passive blobs immediately after using abilities provides significant sustain, and stepping back to let health regeneration work after a bad trade is smarter than forcing fights at half health. Snowball serves as the primary gap-closer for Elastic Slingshot setups, and the ideal rhythm involves landing the Snowball mark, waiting for the enemy to burn their dash or flash, then channeling E from max range. Pushing the first wave hard to secure an early level 2 opens flank angles on the second wave, and hitting level 3 unlocks the full combo with the displacement needed to set up kills. During the mid game, Zac shifts from a passive brush camper to an active playmaker. With points in Elastic Slingshot and likely a first major augment, the cooldowns become low enough to look for engage opportunities every few seconds. The trading rhythm changes to constant disruption, landing Unstable Matter center on champions to shred magic resistance and following with Q to pull enemies out of position. Snapping a Q-hit squishy target back into the team creates immediate kill pressure. Using the ultimate to guarantee a single pick is often better than waiting for a perfect five-man knockup that might never happen. Snowball becomes both a fight starter and a safety net for escaping, allowing engagement followed by popping ultimate, then Snowballing to a nearby enemy minion if the fight turns sour. Pushing with the team when E is available and stalling or sieging when it is on cooldown maintains pressure. Cell Division makes tower diving safer since revival after tower aggro switches is common, and falling behind means using the ultimate to push enemies away from carries rather than pulling them in. In the late game, death timers are long and one mistake ends the game. Positioning on the flanks rather than next to the ADC lets Zac act as a distraction, forcing the enemy backline to either deal with him or ignore him and risk a game-winning E engage. The poke rhythm disappears entirely, replaced by pure all-in initiation targeting enemy carries stepping up to clear waves. Augments adding crowd control, size, or survivability should be fully online, turning Zac into an unkillable disruption engine. Pushing when the team has numbers or when enemy key cooldowns are burned, and stalling when enemies have a waveclear advantage, prevents unnecessary losses. When behind, walking at the enemy and letting them "kill" Zac allows the team to collapse on revive blobs as a bait mechanism. Ending the game before enemy carries reach full build is critical since tankiness falls off against true damage or percent health shred.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Zac the Secret Weapon excels when leveraging his unique sustain mechanics to create snowball effects that become nearly unstoppable without heavy Grievous Wounds. When ahead, identified by surviving the first all-in with over half health while the enemy front line is chunked or dead, Zac shifts from engaging to zone denial and isolation. A lead enables control over health relics and center brush, allowing Zac to sit on the enemy side of the wave and threaten Stretching Strike into Elastic Slingshot charges. This forces enemy squishies to either surrender wave experience or take unfavorable fights under their tower. With a 2-3 level lead and lacking consistent hard crowd control from enemies, walking past the minion wave to charge Elastic Slingshot in plain view zones opponents off the wave entirely, costing them gold and experience without requiring risky dives. Augments granting bonus health or ability haste transform Zac into an exceptionally durable threat. When damage augments scale with bonus health, incorporating damage components rather than building pure tank enables one-shot potential on enemy carries. Cell Division becomes a strategic trap when ahead, as enemies waste time attempting to kill Zac while respawning blobs provide healing. Overcommittal from enemies creates counter-engage windows for teammates. Avoiding throws requires respecting Mayhem map mechanics. Chasing low-health enemies deep into their base while teammates are dead or resetting is the biggest throw pattern. Tower damage combined with enemy respawn timers will kill Zac past inhibitor turrets without team support. When enemies possess global ultimates or teleport augments, turning around immediately after securing kills prevents losing shutdown gold to greed. When behind, identified by getting poked down before engaging or having Cell Division popped instantly every fight, Zac cannot serve as primary engage without feeding. Switching to peel and disruption becomes essential, abandoning searches for perfect five-man knock-ups that rarely exist when under-leveled. Augments offering crowd control extension, damage reduction, or healing cover the weakness of being burst down before blobs can heal. Elastic Slingshot shifts to defensive use, waiting for enemy divers to jump in before knocking them up to protect carries. Snowball becomes a recovery tool rather than an engage mechanism when behind. Checking bushes or escaping after soaking cooldowns takes priority over blind engagement. When enemies burn major ultimates, pinging teammates to fight immediately capitalizes on the opportunity. Dying becomes a valid strategy when the death buys carries five seconds of free damage, provided passive blobs land in safe spots for revival and continued disruption. Recognizing unrecoverable fights prevents compounding losses. When the team is aced and enemies push core, engaging 1v5 simply resets death timers. Instead, clearing waves with Stretching Strike and Unstable Matter forces proper sieges rather than dives. Stalling allows teammates to scale back into relevance through augments, while forcing bad fights while behind ends games instantly.

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Champion Background

Lore / Identity / Text block

Background copy

Zac the Secret Weapon is a disruption tank who wins Mayhem games by forcing messy, extended fights where his sustain and crowd control outlast enemy burst. He does not burst people down. He forces bad positioning, absorbs cooldowns, and enables teammates to clean up. In Mayhem, where damage is high and Snowball is everywhere, Zac thrives if you play around your E cooldown and do not engage without a plan. His passive, Cell Division, functions as both a second life and a sustain engine. When Zac dies, he splits into four bloblets that move toward a central point, and if enough survive and reunite, he revives with a portion of his health. In Mayhem, revive passives are powerful because fights are constant. Even if you die, you force enemies to waste time and abilities finishing your bloblets instead of hitting your carries. Bloblets are targetable by attacks, point-and-click abilities, and some skillshots, but they take reduced damage from area abilities. Smart enemies will save area abilities or ignites for your bloblets, so watch for those threats before assuming you will revive. Zac's Q, Stretching Strike, serves as his primary trading tool and a way to set up E engages when E is down. The slow helps you land follow-up, and the pull effect lets you reposition enemies into your team or under your tower. It is a linear skillshot that stops on the first target, so you cannot pull through minions. Missing Q leaves you with no ranged threat and makes you easier to kite. His W, Unstable Matter, provides sustain and consistent damage in close range. In Mayhem, where fights are constant, W keeps your health pool high if you consistently collect bloblets. The ability has a low cooldown and low cost, and it fits into every combo. The real mistake is not collecting bloblets afterward, as leaving them on the ground means losing sustain. E, Elastic Slingshot, is Zac's main engage tool and the reason he is scary in Mayhem. The long range at full charge lets you start fights from unexpected angles, and the knockup sets up your entire team. However, the charge time gives enemies a window to dodge or interrupt you. Displacements, stuns, and silences during the charge cancel E and put it on full cooldown, so do not charge in plain view against enemies with interrupt abilities. His ultimate, Let's Bounce, is his teamfight chaos button. Zac becomes immune to crowd control for the duration, and each bounce damages and knocks up nearby enemies. Use it to disrupt enemy positioning, absorb cooldowns, and set up your team. While you are immune to crowd control, you are not immune to damage, so focused fire can kill you mid-bounce if you dive too deep without backup. Overall, Zac in Mayhem is about timing and positioning. You are the engage, the disruption, and the sponge. Land your E, layer your crowd control, and sustain through W and bloblet collection. Use your passive to take calculated risks, but do not feed bloblet gold. Always have a plan for what your team does after you go in.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Zac is a sustain tank designed to stay in fights indefinitely through constant ability cycling and blob collection. In Mayhem mode, his shortened cooldowns create chaos, but most losses stem from players getting greedy with engages, ignoring passive recovery mechanics, or misusing his ultimate for displacement rather than sustained pressure. The most critical mechanical mistake involves ignoring blob pickup windows. Casting Elastic Slingshot or Stretching Strikes and immediately walking away from where blobs land destroys Zac's sustain. In Mayhem's high damage environment, failing to cycle health back through blob recovery results in getting chipped down and forced to back or die without impact. Players must treat every ability as a two-step process: cast the spell, then path to collect the blob. When trading, step forward to grab blobs. When disengaging, loop retreat paths slightly to scoop healing on the way out. Canceling Unstable Matter mid-cast by spamming movement commands loses Zac's primary consistent damage source and the blob spawn, killing his trading pattern. Players must let the W animation complete before moving. Whiffing Elastic Slingshot charges by holding too long against dodging enemies or releasing early at point-blank range against mobile targets leaves Zac walking forward with no gap closer, vulnerable to poke and counter-engagement. Players should predict movement, aim where enemies will be, and release early to cancel if angles are bad rather than committing to poor positions. Misusing Let's Bounce as pure damage by activating immediately upon landing scatters enemies out of teammate follow-up and away from blob collection zones. The ultimate should create sustained pressure and disruption, keeping enemies in team damage zones or knocking back divers when peeling. Decision mistakes include engaging without blob sustain ready. Launching full Elastic Slingshot engages while low on health with no blobs available results in landing knockups but getting instantly burst before cycling abilities. Players should poke with Q and W first, generate and collect blobs to raise health, then commit only with enough HP to survive initial burst. Overstaying after won fights by chasing fleeing survivors deep into enemy territory throws tempo advantages when enemies respawn and collapse on isolated targets. Dying in irrelevant spots wastes passive revive pressure. Players should die with purpose in the middle of enemy teams during major engagements, forcing opponents to choose between attacking teammates or stopping revives. Peeling for the wrong target by diving enemy backlines when allied carries are threatened by divers leaves the carry dead and Zac alone. Ignoring Snowball as an engage tool makes engages one-dimensional and predictable, missing opportunities for guaranteed knockups. Zac succeeds through rhythm: engage, create chaos, collect blobs, sustain, and stay fighting. Breaking this pattern through ignored mechanics or poor decisions turns him into a slow, squishy target that feeds the enemy team.

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FAQ

Zac

FAQ

What makes Zac strong in ARAM: Mayhem? He thrives in constant teamfights where his passive blobs let him sustain through heavy poke. The Mayhem pace means abilities fly faster, so his engage connects more often before enemies react. You become a disruptive frontline that refuses to die, forcing enemies to overcommit resources just to keep you down. Which augment should I pick first? Prioritize augments that boost crowd control duration, ability haste, or healing power. Extra tank stats help, but Zac scales best when he can engage more frequently and lock people down longer. If you see an augment that spreads or enhances his knockups, grab it immediately. How do I use Zac's passive effectively? Don't panic when your health drops; your passive spawns blobs that heal you when you pick them up. Enemies can step on them to destroy them, so position your abilities near allies or away from immediate danger. In Mayhem's chaos, opponents often ignore the blobs, giving you massive sustain over extended fights.

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