ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T5 Rank #165

Camille ARAM Mayhem Build & Best Augments

Camille role and playstyle: baseline role is AD fighter, 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 slow control, dash mobility, true damage. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: High execution: requires precise positioning, target selection, cooldown tracking, and fight timing. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Camille Camille the Steel Shadow Fighter / Tank / Mage
TierT5
Rank#165
Win Rate45.96%
Pick Rate0.11%

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

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 Rate42.62%
Pick Rate13.39%
#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

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

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

Win Rate47.70%
Pick Rate6.30%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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 Rate42.39%
Pick Rate3.94%

Situational itemstop 12

Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

46.23%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

41.76%
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%.

42.69%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

39.43%
Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

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

46.46%
Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

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

48.20%
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.

40.99%
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.

46.99%
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%.

48.24%
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.

42.52%
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.

49.31%
Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

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

48.21%

Starting items

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

+350 Health

52.24%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

52.24%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

46.25%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.

46.25%
Sheen Sheen Sheen
Total Price
900
Price
650

+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.

46.25%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

43.05%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

43.05%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

43.05%

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Ravenous Hydra Ravenous Hydra Ravenous Hydra
Total Price
3,300
Price
150

+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.

Win Rate46.34%
Pick Rate16.05%
#2
Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

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

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

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

Ravenous Hydra Ravenous Hydra Ravenous Hydra
Total Price
3,300
Price
150

+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.

Win Rate46.46%
Pick Rate7.41%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate46.33%
Pick Rate6.17%

Situational itemstop 12

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

40.21%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.

40.21%
Sheen Sheen Sheen
Total Price
900
Price
650

+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.

40.21%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

42.33%
Phage Phage Phage
Total Price
1,100
Price
350

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

42.33%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

44.64%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

44.64%

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate50.87%
Pick Rate19.34%
#2
Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate54.30%
Pick Rate9.21%
#3
Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

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

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%.

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

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

Win Rate51.28%
Pick Rate7.26%

Situational itemstop 12

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

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

50.75%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

50.24%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

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

50.51%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

50.36%
Sterak's Gage Sterak's Gage Sterak's Gage
Total Price
3,200
Price
775

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

52.08%
Ravenous Hydra Ravenous Hydra Ravenous Hydra
Total Price
3,300
Price
150

+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.

52.23%
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%.

49.88%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
Total Price
3,100
Price
750

+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.

51.16%
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%.

50.41%
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%.

45.65%
Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

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

46.95%
Spear of Shojin Spear of Shojin Spear of Shojin
Total Price
3,100
Price
675

+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).

51.94%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

51.55%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.

51.55%
Sheen Sheen Sheen
Total Price
900
Price
650

+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.

51.55%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

48.91%
Phage Phage Phage
Total Price
1,100
Price
350

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

48.91%
Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

48.97%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

48.97%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
57.05%
Pick Rate
4.37%
Games
149

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT157.05%4.37%149
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
55.10%
Pick Rate
4.31%
Games
147

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

View augment details
GoldT155.10%4.31%147
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
51.34%
Pick Rate
8.73%
Games
298

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

View augment details
GoldT151.34%8.73%298
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
50.82%
Pick Rate
12.45%
Games
425

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT150.82%12.45%425
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
50.31%
Pick Rate
4.72%
Games
161

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

View augment details
SilverT150.31%4.72%161
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
50.00%
Pick Rate
5.45%
Games
186

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

View augment details
GoldT150.00%5.45%186
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
47.39%
Pick Rate
14.59%
Games
498

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

View augment details
GoldT147.39%14.59%498
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
46.89%
Pick Rate
6.12%
Games
209

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

View augment details
SilverT146.89%6.12%209
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
46.88%
Pick Rate
3.75%
Games
128

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
GoldT146.88%3.75%128
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
46.54%
Pick Rate
4.66%
Games
159

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

View augment details
SilverT146.54%4.66%159
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
46.39%
Pick Rate
11.37%
Games
388

Gain 15% omnivamp .

View augment details
SilverT146.39%11.37%388
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
46.38%
Pick Rate
6.89%
Games
235

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
SilverT146.38%6.89%235
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
45.98%
Pick Rate
10.58%
Games
361

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

View augment details
GoldT145.98%10.58%361
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
45.82%
Pick Rate
7.35%
Games
251

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

View augment details
GoldT145.82%7.35%251
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
45.75%
Pick Rate
4.48%
Games
153

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
PrismaticT145.75%4.48%153
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
45.16%
Pick Rate
3.63%
Games
124

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
GoldT145.16%3.63%124
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
44.85%
Pick Rate
3.98%
Games
136

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

View augment details
PrismaticT144.85%3.98%136
Upgrade Sheen Upgrade Sheen Upgrade Sheen Gold
Rarity
Gold
Tier
T4
Win Rate
44.68%
Pick Rate
9.64%
Games
329

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

View augment details
GoldT144.68%9.64%329
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
44.44%
Pick Rate
10.55%
Games
360

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
GoldT144.44%10.55%360
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
44.10%
Pick Rate
4.72%
Games
161

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

View augment details
GoldT144.10%4.72%161
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
43.32%
Pick Rate
5.48%
Games
187

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

View augment details
SilverT143.32%5.48%187
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
43.29%
Pick Rate
6.77%
Games
231

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

View augment details
GoldT143.29%6.77%231
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
43.23%
Pick Rate
6.71%
Games
229

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

View augment details
PrismaticT143.23%6.71%229
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
43.05%
Pick Rate
4.42%
Games
151

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

View augment details
SilverT143.05%4.42%151
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
41.51%
Pick Rate
4.66%
Games
159

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT141.51%4.66%159
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
41.36%
Pick Rate
4.75%
Games
162

Grants 60% bonus attack speed .

View augment details
SilverT141.36%4.75%162
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
39.82%
Pick Rate
6.62%
Games
226

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT139.82%6.62%226
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
38.76%
Pick Rate
3.78%
Games
129

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

View augment details
PrismaticT138.76%3.78%129
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
37.86%
Pick Rate
6.04%
Games
206

Grants 18% armor penetration and magic penetration .

View augment details
GoldT137.86%6.04%206
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
30.07%
Pick Rate
4.48%
Games
153

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

View augment details
GoldT130.07%4.48%153
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.42%
Pick Rate
2.14%
Games
73

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

View augment details
PrismaticT253.42%2.14%73
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
52.27%
Pick Rate
2.58%
Games
88

Grants 60 ability haste .

View augment details
GoldT252.27%2.58%88
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
52.00%
Pick Rate
2.20%
Games
75

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
SilverT252.00%2.20%75
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.58%
Pick Rate
2.78%
Games
95

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

View augment details
PrismaticT251.58%2.78%95
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.47%
Pick Rate
1.99%
Games
68

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
PrismaticT251.47%1.99%68
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
51.28%
Pick Rate
3.43%
Games
117

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
GoldT251.28%3.43%117
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.75%
Pick Rate
1.96%
Games
67

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
PrismaticT250.75%1.96%67
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
50.67%
Pick Rate
2.20%
Games
75

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

View augment details
GoldT250.67%2.20%75
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.62%
Pick Rate
2.37%
Games
81

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

View augment details
PrismaticT250.62%2.37%81
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
50.55%
Pick Rate
2.67%
Games
91

Increases attack damage by 20% .

View augment details
SilverT250.55%2.67%91
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
50.55%
Pick Rate
2.67%
Games
91

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
GoldT250.55%2.67%91
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
50.48%
Pick Rate
3.08%
Games
105

Gain 1750 upon acquiring this augment.

View augment details
GoldT250.48%3.08%105
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
50.00%
Pick Rate
2.81%
Games
96

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

View augment details
GoldT250.00%2.81%96
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
49.53%
Pick Rate
3.14%
Games
107

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
GoldT249.53%3.14%107
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
49.25%
Pick Rate
1.96%
Games
67

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

View augment details
GoldT249.25%1.96%67
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.09%
Pick Rate
3.22%
Games
110

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
PrismaticT249.09%3.22%110
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
48.84%
Pick Rate
2.52%
Games
86

Gain 2 Stat Anvils .

View augment details
SilverT248.84%2.52%86
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
47.95%
Pick Rate
2.14%
Games
73

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

View augment details
GoldT247.95%2.14%73
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.50%
Pick Rate
2.34%
Games
80

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

View augment details
PrismaticT247.50%2.34%80
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
47.37%
Pick Rate
2.23%
Games
76

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

View augment details
GoldT247.37%2.23%76
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.84%
Pick Rate
2.31%
Games
79

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
PrismaticT246.84%2.31%79
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
46.73%
Pick Rate
3.14%
Games
107

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
GoldT246.73%3.14%107
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
46.27%
Pick Rate
1.96%
Games
67

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
GoldT246.27%1.96%67
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
46.08%
Pick Rate
2.99%
Games
102

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

View augment details
GoldT246.08%2.99%102
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
45.59%
Pick Rate
1.99%
Games
68

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

View augment details
SilverT245.59%1.99%68
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
45.00%
Pick Rate
2.93%
Games
100

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
GoldT245.00%2.93%100
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
44.72%
Pick Rate
3.60%
Games
123

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
PrismaticT244.72%3.60%123
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
42.22%
Pick Rate
2.64%
Games
90

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

View augment details
GoldT242.22%2.64%90
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
42.11%
Pick Rate
2.78%
Games
95

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
SilverT242.11%2.78%95
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.06%
Pick Rate
3.14%
Games
107

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
PrismaticT242.06%3.14%107
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
41.05%
Pick Rate
2.78%
Games
95

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
GoldT241.05%2.78%95
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
40.20%
Pick Rate
2.99%
Games
102

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
PrismaticT240.20%2.99%102
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
40.19%
Pick Rate
3.14%
Games
107

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
SilverT240.19%3.14%107
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
40.00%
Pick Rate
2.05%
Games
70

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

View augment details
GoldT240.00%2.05%70
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
39.80%
Pick Rate
2.87%
Games
98

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
PrismaticT239.80%2.87%98
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
39.71%
Pick Rate
1.99%
Games
68

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
GoldT239.71%1.99%68
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
39.53%
Pick Rate
2.52%
Games
86

Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application.

View augment details
GoldT239.53%2.52%86
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
38.60%
Pick Rate
3.34%
Games
114

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
GoldT238.60%3.34%114
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
38.24%
Pick Rate
1.99%
Games
68

Grants 50% critical strike chance .

View augment details
GoldT238.24%1.99%68
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
36.71%
Pick Rate
2.31%
Games
79

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
GoldT236.71%2.31%79
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
53.70%
Pick Rate
1.58%
Games
54

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
GoldT353.70%1.58%54
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
50.00%
Pick Rate
1.70%
Games
58

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
SilverT350.00%1.70%58
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
43.64%
Pick Rate
1.61%
Games
55

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
GoldT343.64%1.61%55
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
42.11%
Pick Rate
1.67%
Games
57

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
PrismaticT342.11%1.67%57
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
40.32%
Pick Rate
1.82%
Games
62

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
PrismaticT340.32%1.82%62
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
37.74%
Pick Rate
1.55%
Games
53

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

View augment details
GoldT337.74%1.55%53
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
32.69%
Pick Rate
1.52%
Games
52

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

View augment details
GoldT332.69%1.52%52
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
31.15%
Pick Rate
1.79%
Games
61

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

View augment details
SilverT331.15%1.79%61
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
29.03%
Pick Rate
1.82%
Games
62

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

View augment details
SilverT329.03%1.82%62

Camille Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

Max Order: R > Q > E > W

REQW

Max Order: R > Q > E > W (Standard) or R > E > Q > W (Mobility Augments)

QEW

The true damage conversion on the second hit is your primary threat in Mayhem where fights start immediately.

Camille Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Camille counters these champions in ARAM: Mayhem.

Ezreal Ezreal Ezreal T5
Tier
T5
Rank
#158
Win Rate
45.67%
Pick Rate
1.10%

Ezreal the Prodigal Explorer Ezreal is a skillshot-heavy marksman-mage hybrid who thrives on spacing, poke damage, and repositioning. In standard modes, he is the quintessential "safe" pick who relies on Mystic Shot cooldown resets and Arcane Shift mobility to chip away at enemies while staying out of reach. His identity centers on landing Q consistently—if you hit, you get rewarded with lower cooldowns and sustained pressure. If you miss, you lose lane control. In ARAM: Mayhem, that core loop gets amplified by the mode's accelerated pace and constant fighting. The single-lane format removes his ability to farm safely under a tower or roam for isolated picks. Instead, he becomes a pure poke engine in a corridor where hiding is nearly impossible. The Mayhem environment—faster gold, more frequent ability casts, and aggressive augments—shifts him from a scaling safety pick into an early-game damage threat who can snowball hard if his aim holds up. His role here is straightforward: siege from max range, fish for Mystic Shot hits, and use Arcane Shift almost exclusively for repositioning or dodging high-value engage. The constant teamfight means his ultimate, Trueshot Barrage, comes up often and cuts through the entire enemy team. He still struggles against hard engage and burst, but the mode's tools give him more ways to survive and contribute than he would have in normal ARAM. View champion guide

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

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

Kai'Sa Kai'Sa Kai'Sa T4
Tier
T4
Rank
#137
Win Rate
47.78%
Pick Rate
1.15%

Kai'Sa Daughter of the Void Kai'Sa is a hybrid marksman who evolves her abilities based on the stats she builds. In ARAM: Mayhem, she becomes a high-octane carry who hits her evolution breakpoints much faster than on Summoner's Rift. You are looking to stack attack speed and ability power quickly, unlock your evolved abilities, and turn into a late-game raid boss who can dive the backline or melt frontline tanks. Her signature pattern revolves around isolation damage and her ultimate engage. She wants to catch enemies alone for massive bonus damage, then use Killer Instinct to reposition and shield herself. In Mayhem's chaotic environment, she excels at cleaning up scattered fights after the initial burst goes out. What changes in Mayhem is the pace of her power curve. The accelerated gold and experience mean you will often have two or even three evolved abilities by the time teams start grouping hard. This lets her play more aggressively around Snowball and engage angles that would be too risky in standard ARAM. She transitions from a poke-heavy early game into a versatile damage dealer who can adapt her build to whatever the enemy team throws at her. View champion guide

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

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

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

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

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Countered By

5

Camille is countered by these champions in ARAM: Mayhem.

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

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

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

Poppy Poppy Poppy T3
Tier
T3
Rank
#75
Win Rate
49.22%
Pick Rate
0.34%

Poppy is a sturdy frontline disruptor who wins fights by saying “no” to the enemy’s best engage. She is not just a tank; she is a bouncer. Look for angles where you can pin a target into terrain, block dash-heavy champions from reaching your carries, then survive long enough for your team to finish the fight. Her signature pattern is simple: hold space, punish movement, and turn enemy confidence against them. If someone dashes in carelessly, Poppy can stop the follow-up and force a bad fight. If someone stands too close to a wall, she can turn that mistake into a pick. In ARAM: Mayhem, Poppy benefits from the constant clumping and narrow lane, but she also has less room to reset after a messy engage. Play her as a peel-first tank when your team has damage, or as a short-range initiator when the enemy gives you a clear wall angle. The faster pace makes her anti-dash tools more valuable, but missed commits get punished quickly. View champion guide

Lissandra Lissandra Lissandra T4
Tier
T4
Rank
#109
Win Rate
48.19%
Pick Rate
0.48%

Lissandra the Ice Witch Lissandra is a battle-mage who controls space through crowd control and zone denial. She excels at engaging, locking down priority targets, and turning her own body into a frozen trap. In ARAM: Mayhem, she becomes a relentless initiator who can start fights on her terms almost every few seconds. Core Identity She is the queen of "jump on you and die slowly." Lissandra wants to blink into the enemy team, stun someone, and survive long enough to do it again. Her kit rewards aggression over patience. You exist to start fights, not to poke from the back. Role in Mayhem Primary Engage: Your Claw dash lets you close distance instantly. In Mayhem's chaotic environment, you can reach backliners before they react. Counter-Dive Tool: Self-cast ultimate makes you unkillable for a window while damaging everyone around you. Assassins who jump in often trade their lives for nothing. Zone Control: The slow field from your passive and abilities creates dangerous ground. Enemies either walk through it and get caught, or sidestep and lose positioning. Signature Pattern Cast Claw to start moving. Mid-flight, queue your Ring. Land, root the target, and immediately ult either them or yourself depending on who else is nearby. If you're getting collapsed on, self-ult and let your team clean up. If you caught a squishy alone, ult them and watch them die in place. What Changes in Mayhem Ability haste and reduced cooldowns transform Lissandra from a one-and-done engager into a repeatable threat. In standard ARAM, you wait for the perfect moment because your cooldowns are long. Here, you can afford to test engages. Missed Claw? It's back soon. Wasted ult? You'll have it again before the next major fight. Snowball becomes even more flexible. You can Snowball in, save Claw for repositioning, or use Claw first and keep Snowball as a backup escape. The faster pace means enemies group tighter, which makes your area-of-effect damage and crowd control more valuable. View champion guide

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

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

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Camille Team Comp Highlights

Partner patterns extracted from the team comp guide

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

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

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

Alistar Alistar Alistar T3
Tier
T3
Rank
#87
Win Rate
49.65%
Pick Rate
0.65%

Alistar is a frontline engage tank who wins fights by forcing the enemy to stand where they do not want to be. His signature pattern is simple: go in, knock targets up, shove a priority enemy into danger, then soak the return damage while his team follows. He is easy to understand, but the timing matters. If you commit before allies are in range, you just donate your health bar. In ARAM: Mayhem, Alistar plays faster and more aggressively than a standard tank because fights break out constantly and augments can push him toward harder engage, better durability, or more disruptive peel. Look for clumped enemies, punish carries who step past their frontline, and use Snowball-style access when available to start from angles they cannot comfortably dodge. When your team is behind, shift from hard engage to bodyguard duty: interrupt divers, peel for your main damage dealer, and only re-engage after the enemy spends key crowd control. View champion guide

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

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

Ezreal Ezreal Ezreal T5
Tier
T5
Rank
#158
Win Rate
45.67%
Pick Rate
1.10%

Ezreal the Prodigal Explorer Ezreal is a skillshot-heavy marksman-mage hybrid who thrives on spacing, poke damage, and repositioning. In standard modes, he is the quintessential "safe" pick who relies on Mystic Shot cooldown resets and Arcane Shift mobility to chip away at enemies while staying out of reach. His identity centers on landing Q consistently—if you hit, you get rewarded with lower cooldowns and sustained pressure. If you miss, you lose lane control. In ARAM: Mayhem, that core loop gets amplified by the mode's accelerated pace and constant fighting. The single-lane format removes his ability to farm safely under a tower or roam for isolated picks. Instead, he becomes a pure poke engine in a corridor where hiding is nearly impossible. The Mayhem environment—faster gold, more frequent ability casts, and aggressive augments—shifts him from a scaling safety pick into an early-game damage threat who can snowball hard if his aim holds up. His role here is straightforward: siege from max range, fish for Mystic Shot hits, and use Arcane Shift almost exclusively for repositioning or dodging high-value engage. The constant teamfight means his ultimate, Trueshot Barrage, comes up often and cuts through the entire enemy team. He still struggles against hard engage and burst, but the mode's tools give him more ways to survive and contribute than he would have in normal ARAM. View champion guide

Camille Camille Camille T5
Tier
T5
Rank
#165
Win Rate
45.96%
Pick Rate
0.11%

Camille the Steel Shadow Camille is a high-mobility diver who isolates and executes priority targets. She excels at dodging skillshots with Hookshot, locking down squishies with The Hextech Ultimatum, and sustaining through extended fights with Defensive Dash shields. In ARAM: Mayhem, her engage range and stick potential scale faster, making her a relentless threat once she finds an angle. View champion guide

Synergy Mechanism: The "Cataclysm + The Hextech Ultimatum" lockdown combination creates an inescapable zone of death. Jarvan traps enemies in a small circle, and Camille traps one specific enemy inside an even smaller hexagon. Combo: Jarvan IV engages with EQ into R on a high-value target. Camille follows immediately with Hookshot (E2) and R to seal the target inside Jarvan's terrain. Best Scenario: Catching a mobile carry like Ezreal or Tristana who normally relies on dashes to survive. They have zero room to maneuver. Enemy Answer: Stopwatch, Zhonya's Hourglass, or a well-timed QSS to escape the cage before the burst lands. Supports like Janna or Alistar can knock one of you away to break the damage chain. Failure Risk: If Jarvan misses his EQ knock-up, the engage loses its setup. Camille might dive into a trap alone if she commits after a whiffed Cataclysm. Recovery: Both champions have fallback disruption. If the pick fails, Jarvan uses his slow field and Camille uses her W to kite backwards while waiting for cooldowns.

Galio

Galio Galio Galio T1
Tier
T1
Rank
#13
Win Rate
53.55%
Pick Rate
0.67%

Galio is a frontline mage-tank who wins fights by stepping into the middle of them. He brings reliable engage, area control, peel, and a big teamfight entrance, making him a strong pick when your team needs someone to start the brawl and absorb pressure. His signature pattern is simple: look for grouped enemies, charge in with crowd control, force them to hit you or back off, then let your carries free-fire while the fight is disrupted. He is especially good when allies can follow his engage quickly, because Galio creates messy moments where hesitation gets punished. In ARAM: Mayhem, Galio’s job becomes more direct. Fights happen often, teams stack close together, and augments can make engages more explosive. Play him as a fight starter and bodyguard: start when your team is in range, peel when an assassin dives your backline, and do not waste your entrance on a fight your teammates cannot reach. View champion guide

Poppy Poppy Poppy T3
Tier
T3
Rank
#75
Win Rate
49.22%
Pick Rate
0.34%

Poppy is a sturdy frontline disruptor who wins fights by saying “no” to the enemy’s best engage. She is not just a tank; she is a bouncer. Look for angles where you can pin a target into terrain, block dash-heavy champions from reaching your carries, then survive long enough for your team to finish the fight. Her signature pattern is simple: hold space, punish movement, and turn enemy confidence against them. If someone dashes in carelessly, Poppy can stop the follow-up and force a bad fight. If someone stands too close to a wall, she can turn that mistake into a pick. In ARAM: Mayhem, Poppy benefits from the constant clumping and narrow lane, but she also has less room to reset after a messy engage. Play her as a peel-first tank when your team has damage, or as a short-range initiator when the enemy gives you a clear wall angle. The faster pace makes her anti-dash tools more valuable, but missed commits get punished quickly. View champion guide

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

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

Camille Camille Camille T5
Tier
T5
Rank
#165
Win Rate
45.96%
Pick Rate
0.11%

Camille the Steel Shadow Camille is a high-mobility diver who isolates and executes priority targets. She excels at dodging skillshots with Hookshot, locking down squishies with The Hextech Ultimatum, and sustaining through extended fights with Defensive Dash shields. In ARAM: Mayhem, her engage range and stick potential scale faster, making her a relentless threat once she finds an angle. View champion guide

Synergy Mechanism: Global presence and magic damage amplification. Galio provides the magic damage boost Camille lacks, while Camille provides the physical threat that forces enemies to build mixed defenses. Combo: Camille lands a long-range Hookshot onto a squishy target. As she arrives, Galio casts Heroic Entrance (E) to knock up the target, allowing Camille to freely cast her Q and R without interruption. Best Scenario: Diving into a clustered enemy backline. Galio's taunt draws aggro, allowing Camille to isolate her target with R while the enemy team focuses the tanky Galio. Enemy Answer: Hard disengage champions like Gragas or Poppy can stop Galio's dash mid-air, leaving Camille stranded deep in enemy territory. Failure Risk: Over-diving. If both commit too deep without a front-to-back follow-up from the rest of the team, they get kited to death by the remaining enemy damage dealers. Recovery: Galio's shield (W) provides damage reduction for both. If the dive goes wrong, Camille uses her R duration to stall for Galio’s cooldowns or her own Hookshot reset.

Varus

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

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

Camille Camille Camille T5
Tier
T5
Rank
#165
Win Rate
45.96%
Pick Rate
0.11%

Camille the Steel Shadow Camille is a high-mobility diver who isolates and executes priority targets. She excels at dodging skillshots with Hookshot, locking down squishies with The Hextech Ultimatum, and sustaining through extended fights with Defensive Dash shields. In ARAM: Mayhem, her engage range and stick potential scale faster, making her a relentless threat once she finds an angle. View champion guide

Bard Bard Bard T5
Tier
T5
Rank
#172
Win Rate
41.99%
Pick Rate
0.39%

Bard the Wandering Caretaker Bard is a roaming support specialist who controls fights through tempo and positioning rather than raw damage. His identity revolves around collecting Chimes for sustain and mobility, landing stuns with Cosmic Binding, and turning teamfights with Tempered Fate. In ARAM: Mayhem, he shifts from a niche enchanter into a chaotic playmaker where his crowd control and map-wide presence hit much harder. The single-lane format removes his need to roam between lanes, but Chimes still spawn across the bridge. Collecting them now serves as a constant mini-game that fuels his sustain and escape routes. Meeps hit faster and feel more impactful in extended fights, letting him chip away at frontline champions while setting up kills for his team. His signature pattern is simple: fish for stuns, collect Chimes when safe, and save Tempered Fate for moments that actually matter. Mayhem's faster pace means those moments arrive more often, and a well-timed ultimate can swing a fight that would otherwise be lost. He thrives in messy engagements where enemies clump near walls, and his ability to stall, rescue, or initiate makes him flexible across different team compositions. View champion guide

Synergy Mechanism: Long-range initiation setup. Varus provides the reliable snare needed to guarantee Camille’s Hookshot connection against aware opponents. Combo: Varus lands Chain of Corruption (R) on a frontliner or carry. The corruption spreads, rooting multiple targets. Camille uses this immobile window to E onto the priority target and R them. Best Scenario: Fighting in narrow ARAM lanes where the corruption chains spread rapidly between clustered enemies. Enemy Answer: Cleanse, QSS, or Mikael's Crucible to break the root instantly. Mobile supports like Bard or Soraka can silence or stun Camille mid-flight. Failure Risk: Varus lacks the hard frontline presence of a tank. If the enemy team has heavy dive, they can run past Camille and delete Varus before she can finish her isolation job. Recovery: Camille peels back with W slow and E stun to protect Varus if the enemy flips the engage. Her R can also be used defensively to zone assassins off the ADC.

Orianna

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

Karma Karma Karma T4
Tier
T4
Rank
#120
Win Rate
47.92%
Pick Rate
0.70%

Karma the Enlightened One Karma is an offensive support mage who defines games through poke, disengage, and burst shielding. She sits in the backline, charging her Mantra to decide when a fight turns. Her identity is simple: land Qs, empower the right ability, and keep her team healthy while chipping away at the enemy. In ARAM: Mayhem, she becomes a relentless spam engine. The mode's accelerated gold and experience let her hit her cooldown reduction cap quickly, turning her from a tempo mage into a constant pressure source. She does not one-shot tanks, but she makes sieging impossible for the enemy and surviving easy for her team. Core Identity and Role She functions primarily as a poke and disengage support. Unlike pure enchanters who heal, Karma prevents damage with shields and speed bursts. Unlike burst mages, she relies on sustained damage and crowd control over time rather than a single rotation. She fits best on compositions that want to kite backward or siege towers without diving. Her signature pattern is the Mantra Q. She activates her ultimate, fires an empowered Inner Flame, and creates a wide explosion that slows and deals heavy area damage. This creates a zone the enemy cannot walk through. If they force the issue, she uses Mantra E to shield her whole team and grant a massive movement speed burst, repositioning everyone instantly. What Changes in Mayhem Mayhem speeds up her entire game plan. In standard ARAM, Karma often struggles with mana early or feels weak if she falls behind on gold. Here, she reaches her power spikes faster and stays relevant longer. The increased ability haste available in the mode means her Mantra cooldown drops rapidly, letting her empower abilities in almost every skirmish. Constant Mantra access: She empowers abilities much more often, making her burst shielding or poke available for every engagement. Enhanced disengage: The mode favors aggressive engages, but her Mantra E shuts down dives harder when she has the haste to cast it repeatedly. Sustained poke pressure: She forces enemies off objectives or towers faster because she never runs out of resources to throw. She excels at keeping her team at full health while forcing the enemy to recall. Her weakness remains her lack of hard crowd control and low durability if caught. If the enemy has unstopabble engages or long-range burst, she has to play further back and rely on her empowered shields to recover. In Mayhem, her ability to dictate pacing makes her a consistent and reliable pick for players who prefer positioning over mechanical execution. View champion guide

Camille Camille Camille T5
Tier
T5
Rank
#165
Win Rate
45.96%
Pick Rate
0.11%

Camille the Steel Shadow Camille is a high-mobility diver who isolates and executes priority targets. She excels at dodging skillshots with Hookshot, locking down squishies with The Hextech Ultimatum, and sustaining through extended fights with Defensive Dash shields. In ARAM: Mayhem, her engage range and stick potential scale faster, making her a relentless threat once she finds an angle. View champion guide

Synergy Mechanism: The "Ball Delivery Service." Camille acts as the engage vector for Orianna’s ultimate, combining displacement with isolation. Combo: Orianna places the ball on Camille. Camille E2 dashes into the enemy team. Orianna casts Shockwave (R) immediately as Camille lands, grouping enemies together. Camille then R’s the primary target to keep them inside the damage zone. Best Scenario: Hitting a multi-man Shockwave on the enemy backline. The displacement prevents enemies from dodging Camille’s Precision Protocol (Q) true damage. Enemy Answer: Flash or dash abilities to escape the Shockwave radius before it detonates. Fast reaction shields like Karma’s R-E can mitigate the burst. Failure Risk: Timing desync. If Camille goes in before Orianna is ready, she gets focused down instantly. If Orianna ults too late, enemies have already scattered. Recovery: Orianna’s Dissonance (W) provides a speed boost for retreat. Camille can use her R to stall for time, forcing enemies to attack her while Orianna repositions.

Darius

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

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

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

Taliyah Taliyah Taliyah T4
Tier
T4
Rank
#111
Win Rate
47.92%
Pick Rate
0.37%

Taliyah the Stoneweaver Taliyah is a control mage who shapes the battlefield with terrain manipulation and sustained area damage. She excels at zoning enemies, disrupting movement, and locking down targets with her crowd control chain. In ARAM: Mayhem, her ability to create walls and control narrow corridors becomes even more valuable on the single-lane map. Her signature pattern revolves around Threaded Volley on worked ground, where she fires fast projectiles that chunk health over time. She sets up kills with Seismic Shove to knock enemies into her team, then follows with Unraveled Earth to catch anyone trying to escape. Her ultimate, Rock Surfing, lets her roam quickly or cut off retreat paths—a powerful tool in the constant fighting of Mayhem. In this mode, Taliyah shifts from a roaming mid-laner into a dedicated zone controller. The reduced cooldowns and accelerated gold income let her spam abilities more freely, and the confined space means her walls and knockups are harder to avoid. She thrives when she can poke from a distance and punish overextensions with her burst combo. View champion guide

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

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

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

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

Camille Camille Camille T5
Tier
T5
Rank
#165
Win Rate
45.96%
Pick Rate
0.11%

Camille the Steel Shadow Camille is a high-mobility diver who isolates and executes priority targets. She excels at dodging skillshots with Hookshot, locking down squishies with The Hextech Ultimatum, and sustaining through extended fights with Defensive Dash shields. In ARAM: Mayhem, her engage range and stick potential scale faster, making her a relentless threat once she finds an angle. View champion guide

Synergy Mechanism: Anti-kite redundancy. Darius creates a "do not enter" zone that forces enemies to flee, while Camille cuts off their escape routes. Combo: Darius runs at the enemy team with Ghost or Phage movement. Enemies retreat. Camille flanks or E’s over the terrain to cut off the retreat, trapping enemies between Darius’s axe and Camille’s legs. Best Scenario: Chasing down low-mobility compositions. Once Darius gets stacks on one target, his bleed pressure forces the enemy team to collapse, giving Camille an opening to R a squishy target. Enemy Answer: Heavy poke and percent health damage. Champions like Vayne or Kog’Maw can melt Darius before he connects, and they can also tumble out of Camille’s cage. Failure Risk: Both champions are melee and susceptible to kiting. If the enemy team has strong slows or terrain creation (Anivia, Taliyah), neither may ever reach the fight. Recovery: Darius pulls enemies back with Apprehend (E). Camille uses her W to slow the approaching wave, allowing Darius to reset his movement speed items. Essential Team Functions

Camille requires ranged waveclear and reliable hard crowd control from her team. She cannot efficiently clear super minions or siege waves alone without burning her escape tools. A teammate like Ziggs, Syndra, or Varus is essential to keep the wave neutral so Camille can look for a Hookshot angle. She also needs a secondary engage option. If Camille is the only engage tool, the enemy team will save their cooldowns specifically for her E, rendering her useless. A tank or support who can start the fight allows Camille to play the cleanup role where she excels.

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

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

Jarvan IV

The "Cataclysm + The Hextech Ultimatum" lockdown combination creates an inescapable zone of death. Jarvan traps enemies in a small circle, and Camille traps one specific enemy inside an even smaller hexagon.

Camille ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityCamille functions as a cleanup threat or counter-engager who waits for mistakes and pokes with W before committing.She becomes a relentless initiator who forces fights constantly, burning enemy cooldowns even if she dies in the process.Stop being the janitor; become the initiator who forces constant 5v4s.
Skill OrderMax W first for sustain and poke to stay healthy during long sieges, followed by E for mobility.Prioritize Q or E max to kill targets before they react, making Q2 damage more valuable than W sustain.Prioritize burst and kills over sustain; the game ends too fast for poke.
Engage WindowsWait for isolated targets and enemy mistakes, saving E for when squishies overstep or to escape.Engage the closest target to start fights immediately; isolation is a bonus, not a requirement.Hook the nearest target to start fights; do not wait for perfect isolation.
Snowball UseSave Snowball as a commitment tool for when enemies lack peel, waiting for the right moment to fly in.Use Snowball constantly to create pressure and angles for E, throwing it whenever you have a valid angle.Throw Snowball to create angles, not just to hit the perfect target.
Augment ValueHer main weakness is getting kited after engaging; augments do not significantly alter this limitation.Mobility, tenacity, and cooldown augments turn her into a sticky threat; shield augments scale harder with frequent fights.Pick augments for burst, stickiness, and cooldowns, not poke or sieging.

Champion Analysis

Role / Current performance

Overview

Camille the Steel Shadow operates as a precision assassin in ARAM: Mayhem, combining hookshot mobility with frequent true damage to eliminate priority targets. The mode's dramatically reduced cooldowns transform her into one of the most precise assassins available, allowing her to deploy hookshots and execute true damage with unprecedented frequency. Her core identity centers on three interconnected strengths: assassin capabilities, hookshot mobility, and true damage execution. Her passive, Adaptive Defenses, provides defensive utility by granting a shield after damaging an enemy, with the shield type adapting to match the enemy's damage type for targeted protection. Precision Protocol serves as her primary damage tool, delivering two consecutive strikes where the second hit deals true damage. Frequent ability use maintains extremely high damage output throughout engagements. Tactical Sweep functions as her core sustain tool, a cone attack that heals on hit, enabling incredible sustain when used frequently. Hookshot provides her signature mobility, allowing her to fire to walls and swing to target positions, with frequent use enabling flexible repositioning across the battlefield. The Hextech Ultimatum represents her signature move, locking onto an enemy and creating an arena where she gains bonus movement speed. Targeting enemy carries in ARAM: Mayhem enables locked-down kills by trapping high-value targets in the arena. This ultimate defines her strategic value as a pick-oriented assassin who can isolate and eliminate key enemies. Her recommended build approach focuses on attack damage and lethality to maximize burst damage and mobility, supporting her assassin role. The combination of hookshot mobility and arena lockdown makes her particularly effective at reaching and eliminating enemy carries despite defensive positioning. Her sustain from Tactical Sweep allows her to maintain presence in extended fights rather than relying solely on burst-and-retreat patterns. The adaptive shield from her passive provides survivability when engaging into enemy damage, supporting her dive-oriented playstyle. Camille's worldview centers on order and efficiency, reflected in her calculated, precise approach to combat. Every action is meticulously planned, and this philosophy translates directly into her gameplay pattern of surgical target selection and efficient elimination. Her role as an agent-assassin from Piltover's House Ferros manifests in her ability to execute secret missions on the battlefield, eliminating priority targets with mechanical precision. Players should focus on identifying isolated or vulnerable carries, using hookshot mobility to reach them, and securing kills within The Hextech Ultimatum arena before repositioning for subsequent engagements.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Camille the Steel Shadow thrives in Mayhem as a punisher rather than a brawler, waiting for enemies to overextend or waste key cooldowns before trapping them. The narrow Howling Abyss lane works to her advantage, making Hookshot travel time nearly instantaneous since walls are always close. Short hops onto nearby walls often catch players off guard because they expect obvious long-range engages. When engaging, fire E1 to a wall behind or beside the target, immediately press E2, and follow with Q1 for movement speed. Save W for disengaging and reserve the second Q for true damage conversion. Engaging without The Hextech Ultimatum requires betting on team follow-up, but with R available, Camille can aggressively lock down priority targets for her team to burst. Spacing is critical on the Howling Abyss. Staying on the periphery hugging side walls forces enemies to choose between focusing a slippery, shielded target or ignoring her and letting her dive their backline. W can clip multiple enemies when aimed diagonally across choke points, slowing enemy frontline advances or poking before fights. Never stand in the minion wave, as Camille is not a wave-clear champion. Let mages or marksmen clear waves while she exists to skip the wave and kill players behind it. When dodging skill shots, use E to reposition to the opposite wall, creating chaotic movement patterns. The passive shield adapts to damage type, allowing her to tank burst if engages are timed right after it appears. Mark/Dash serves as a secondary engage tool and safety net, never to be used for damage. A strong pattern involves Snowballing a frontline tank, dashing to them, then immediately using E over their head to reach the backline. However, Mayhem's reduced cooldowns mean enemies have escapes available more often. Only commit Snowball if the enemy has burned their escape, or use it to check bushes and bait cooldowns without following up. The Hextech Ultimatum is the most powerful lockdown tool for isolating targets. Never waste it on tanks. Target the highest damage dealer or most disruptive support, ideally after they have used their dash or Flash. If the enemy has Quicksilver or cleanse effects, bait those out before committing R. If reaching the backline is impossible, ulting an enemy diver to isolate them from their team serves as a valid defensive play. When diving towers, coordinate with the team and let tanks take the first tower shot. Pop passive shield just before diving to absorb damage, and never dive if E is on cooldown since it provides the escape rope. If dives go wrong, run immediately rather than fighting to the death. Camille also serves as a potent peeler, using E to stun divers with the E2 knockup and W to slow them, creating barriers between enemy assassins and allied carries. In losing matchups, switching to bodyguard mode protects the highest damage teammate. When caught, E is the lifeline. Fire it at the nearest wall even if behind, as E2 can interrupt chasers. Q1 provides movement speed when slowed, and W slows pursuers while potentially blocking the narrow bridge. Low-health players should recall rather than soaking experience one auto-attack from death. Augment trigger windows often align with engage combos, with E2 and R triggering damage-on-crowd-control effects. Shield-based augments synergize with passive, and true damage augments make Q2 a nuke that rewards patience. When behind, shift to pick-and-peel style, as isolation utility remains valuable even without items.

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Playstyle Guide

Playstyle / Team structure

Play guide

Camille the Steel Shadow progresses through three distinct phases in Mayhem ARAM, transforming from a fragile early-game champion into a lethal late-game executioner. During the early levels from 1 to 6, Camille lacks both the damage to secure kills and the durability to dive towers. She should play the first wave at maximum range, using Protocol: Precision to last-hit minions and charge her True Damage conversion. Forcing all-ins at level 1 is inadvisable unless the enemy walks directly into a Tactical Sweep slow and teammates collapse. Positioning should stay on the edges of fights rather than the center, looking to flank or catch enemies who overextend for poke. Against heavy disengage champions like Janna or Veigar, she must hold her engage until they burn cooldowns. Snowball serves primarily to close gaps for a guaranteed Hookshot or to dodge critical burst, not to engage into five enemies unless a squishy target is isolated near a wall. A common pattern involves using Snowball to gap-close, auto-attacking to proc the mark, then using E onto a wall for the stun follow-up. When ahead early, Camille should shove the wave to deny enemy health relics and look for flank angles. When behind, she gives up the first tower health relic if it means dying, focuses on landing W for sustain, and waits for teammates to land crowd control. The mid-game from levels 7 to 11 represents Camille's power spike, where she transitions from a passive laner to a primary engage or counter-engage tool. With points in Q and E, her burst window becomes lethal. She should hover just outside enemy vision range, using side brushes or fog of war near health relics to threaten engages that force enemies to burn escape tools. The poke rhythm involves using W to slow and heal, then looking for all-ins when targets fall below 60% health. The standard combo is E1 to a wall, E2 onto the target, auto-attack, Q1, R to lock them down, then Q2 for the true damage finish. Snowball becomes the primary setup tool, tagging targets and waiting for them to use their dash or flash before following with E. When ahead, Camille dives the backline and can solo kill most mages and marksmen, using R to zone enemies off their tower. When behind, she peels for her own carry, using E to stun enemy divers and R to lock them down for teammates. In the late game at levels 12 and beyond, Camille becomes a high-stakes executioner with one job: delete a high-value target and survive. Her margin for error shrinks because long respawn timers mean death can lose the game. She must flank from the side or behind the enemy rather than standing with her team, forcing enemies to turn and face her, which opens them to her team's engage. She stops poking with W unless it is safe, saving her full combo to kill a target. Snowball should be saved for the chase or escape, either gap-closing if the enemy flashes her E or escaping to a minion or ally after securing a kill. When ahead, she forces dives on the enemy spawn or inhibitor, using numbers advantage to trap remaining defenders. When behind, she waits for enemy mistakes, using E to stun the first person crossing the line and R to trap them under her tower. One successful peel can turn a losing game into a win.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Camille the Steel Shadow transforms into a hard-carry who dictates fight timing when ahead, but must shift into a disruptor and cleanup role when behind. When winning early skirmishes, Camille controls lane brushes rather than sitting passively with the team in the minion wave. This positioning forces enemies to guess where Hookshot will originate, and face-checking enemies get punished immediately. A successful Hookshot onto a squishy target usually results in a kill, creating tower pressure or securing health relics. Isolated targets are prime picks since Mayhem death timers are significant, and removing one player creates a 4v5 advantage that is difficult to defend. The Hextech Ultimatum should be saved for the enemy's primary damage dealer rather than wasted on a tank unless the team can burst them down instantly. Damage or penetration augments enable one-shots on carries with Precision Protocol true damage procs, while utility or cooldown augments allow more aggressive Hookshot fishing with less punishment for missing. Even when ahead, Camille remains vulnerable to hard crowd control chained after her engage, so diving deep without allies in follow-up range is a common throw scenario. Engage only when the team has mana, cooldowns, and positioning to support the dive. When behind, Camille loses the ability to freely dive the backline. This state is recognizable when getting burst down before finishing a combo or when the enemy team has multiple layers of peel that shut down Hookshot. Forcing 1v1s or risky engages turns a deficit into an unrecoverable loss. Instead, play around the team's strongest win condition by using Hookshot and The Hextech Ultimatum to peel divers off fed teammates. Trapping an assassin like Zed or Master Yi who tries to kill your carry can swing fights. Hookshot becomes primarily a disengage tool when the enemy hard-engage is strong, anchoring to distant walls to escape. Staying alive is more valuable than dealing damage when behind, as a dead Camille provides no crowd control or zoning. Defensive or sustain augments enable a longer attrition-based style with safe poke from Precision Protocol, while cooldown reduction augments allow constant repositioning to dodge skill shots. Wait for enemies to overextend or burn key cooldowns like Flash or Zhonya's Hourglass before looking for a Hookshot onto a vulnerable target. In fights, let the frontline engage first and hold Hookshot for low-health targets trying to escape, using the true damage on the second Precision Protocol to finish weakened enemies. Against the Snowball augment, spread out to avoid multi-man setups and immediately Hookshot away if hit to break follow-up chains, forcing enemies to siege rather than ace.

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Champion Background

Lore / Identity / Text block

Background copy

Camille the Steel Shadow in Mayhem plays like a precision diver rather than a brawler. She exists to isolate targets, lock them down, and delete them before their team can react. The mode's chaos means she will land more hooks, but she will also get burst down faster if she dives without a plan. Every ability is a tool for selection, not spam. Her passive, Adaptive Defenses, is her only sustain. Hitting an enemy champion with an ability grants a shield that matches their primary damage type, either physical or magical. In Mayhem's chaotic poke environment, this shield is vital for surviving the approach. Camille cannot afford to trade evenly and must trigger the shield before committing to a full engage. The shield serves as her "go" signal. If she lands a Hookshot or Sweep and the shield pops, she has a window to extend the fight. If it is on cooldown, she must back off immediately. Engaging without the shield ready is a death sentence, as she will get melted by focused fire before finishing her animation. Precision Protocol serves as her primary damage source and wave clear. The true damage conversion on the second cast is critical for cutting through the defensive augments or tanky builds common in Mayhem. The movement speed burst helps her stick to slippery targets or dodge skillshots. She must be in melee range to use it, and the cone direction follows her movement, not her cursor. Tactical Sweep functions as her poke, sustain, and disengage tool. The healing from the outer edge is massive in Mayhem, allowing her to recover from poke wars. The slow sets up her Hookshot or helps her escape over-aggressive divers. Missing the outer edge means zero sustain, which often forces her to back or die to the next wave of poke. Hookshot is her engage and escape. The narrow map means walls are always close, and the stun duration is long enough for her team to follow up. The attack speed bonus after landing makes her Precision Protocol damage spike. Using the second cast into a warded bush or trapped zone is suicide, as she cannot cancel the dash once she launches. The Hextech Ultimatum is her isolation tool. It forces a 1v1 inside a cage while her team fires in from outside. In Mayhem, where teams stick together, this ability wins teamfights by locking down a hyper-carry or key mage. The cage does not block projectiles, so enemies outside can still hit her. Ulting a target with high burst while low on health is a trap, as she locks herself in with them and cannot leave until the duration ends or she dies.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Camille in ARAM: Mayhem lives and dies by her precision. She is not a bruiser who can stat-check opponents to death but a diver who picks a target, isolates them, and kills them before their team reacts. Most losses on this champion come from rushing engages that teammates cannot follow or burning best cooldowns on targets who can easily escape. Mechanical mistakes center on ability execution. Missing the Precision Protocol true damage conversion happens when players spam the first Q immediately, then auto-attack, then press Q again without timing the second activation. This deals physical damage instead of true damage, allowing tanks and bruisers to shrug off trades while losing the movement speed burst needed to disengage. Players must wait for the ring around the blade to fill before reactivating Q. Using Hookshot as a linear gap-closer in crowded fights causes players to latch onto enemy champions instead of terrain, losing the second dash, attack speed steroid, and landing among five enemies with no escape. Players should always target terrain near their target to guarantee the attack speed buff and keep escape angles open. Whiffing Tactical Sweep during dives occurs when casting W point-blank while chasing, causing the outer edge to miss and dealing reduced damage with no slow or heal. The correct approach casts W at max range or slightly behind the target so the cone's outer half connects. Popping The Hextech Ultimatum too early lets enemies use their dash, flash, or blink inside the cage and escape. Players should save R for after the enemy burns their escape, using the basic combo to force their dash first. Decision mistakes involve target selection and timing. Diving the enemy frontline instead of the backline isolates targets with high durability or low threat, leaving carries free to deal damage. Camille should hold Hookshot and look for angles to bypass frontline, as her job is eliminating the ADC or mage. Engaging when teammates are not in range to follow up results in instant death and putting the team down a player. Players must check teammate positions before pressing E and ping targets before going in. Ignoring passive shield timing means engaging with Hookshot, taking burst damage, then auto-attacking to trigger the shield at half health when it gets instantly stripped. Players should trigger passive shield before taking heavy burst so it absorbs initial reaction damage. Building pure damage into heavy crowd-control teams results in getting caught in CC chains before outputting damage rotations. Players must adapt builds with defensive options when facing point-and-click CC or heavy peel. Using Snowball as a primary engage tool puts players in the middle of the enemy team without E ready for escape. Snowball should close the gap to terrain, then use Hookshot from there. Camille requires patience, waiting for the angle, cooldown, and target. Respecting these limits means controlling fights, while ignoring them means feeding.

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FAQ

Camille

FAQ

Is Camille strong in ARAM: Mayhem? She is a strong diver and duelist who excels at isolating priority targets, but she struggles against heavy poke or disengage before level 6. You need to play around your Hookshot engage and ultimate lockdown to create winning fights. If your team lacks follow-up damage or gets poked down, Camille feels useless. What is the best way to engage in this mode? Use your Hookshot (E) to anchor on a wall, then launch at the enemy backline to apply the attack speed steroid and stun. You want to target squishy carries rather than tanks, since your true damage on Q helps melt anyone isolated. If you miss the E2 or engage onto a bruiser, you likely die for nothing. How do I use The Hextech Ultimatum (R) correctly? Save your ultimate for high-value targets like marksmen or mages who rely on movement to survive, as the zone prevents them from escaping. Do not waste it on tanks or bruisers unless you need to peel them off your own carry. The knockback on cast also interrupts channels, so use it to stop abilities like Katarina's Death Lotus or Jhin's Curtain Call if needed.

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