ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T2 Rank #43

Tristana ARAM Mayhem Build & Best Augments

Tristana role and playstyle: baseline role is AD marksman, 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. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Low to medium execution: easy to start, but better movement, spacing, and combo timing raise the ceiling. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Tristana Tristana the Yordle Gunner Mage / Marksman
TierT2
Rank#43
Win Rate52.31%
Pick Rate0.94%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Win Rate53.28%
Pick Rate15.98%
#2
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

Win Rate51.31%
Pick Rate4.75%
#3
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

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

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

Win Rate50.73%
Pick Rate4.19%

Situational itemstop 12

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

49.62%
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

50.83%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

48.61%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

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

51.80%
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

52.56%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.

46.29%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

45.15%
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.

49.43%
Rapid Firecannon Rapid Firecannon Rapid Firecannon
Total Price
2,650
Price
850

+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.

47.75%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

47.56%
Navori Flickerblade Navori Flickerblade Navori Flickerblade
Total Price
2,650
Price
950

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.

46.15%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.

49.50%

Starting items

Scout's Slingshot Scout's Slingshot Scout's Slingshot
Total Price
600
Price
100

+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.

50.97%
Rectrix Rectrix Rectrix
Total Price
775
Price
425

+15 Attack Damage +4% Move Speed

50.97%
B. F. Sword B. F. Sword B. F. Sword
Total Price
1,300
Price
1,300

+40 Attack Damage

53.52%
B. F. Sword B. F. Sword B. F. Sword
Total Price
1,300
Price
1,300

+40 Attack Damage

43.48%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

43.48%

Core items

#1
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

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

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

Win Rate53.75%
Pick Rate7.26%
#2
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

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

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

Win Rate54.16%
Pick Rate2.45%
#3
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

Win Rate50.99%
Pick Rate2.13%

Situational itemstop 12

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

54.55%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

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

56.00%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.

54.96%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

55.86%
Runaan's Hurricane Runaan's Hurricane Runaan's Hurricane
Total Price
2,650
Price
850

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.

56.59%
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.

54.03%
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

58.09%
Phantom Dancer Phantom Dancer Phantom Dancer
Total Price
2,650
Price
950

+65% Attack Speed +25% Critical Strike Chance +10% Move Speed Spectral Waltz Become Ghosted.

55.15%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.

54.84%
Navori Flickerblade Navori Flickerblade Navori Flickerblade
Total Price
2,650
Price
950

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.

56.65%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

50.00%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.

50.89%

Starting items

B. F. Sword B. F. Sword B. F. Sword
Total Price
1,300
Price
1,300

+40 Attack Damage

56.29%
B. F. Sword B. F. Sword B. F. Sword
Total Price
1,300
Price
1,300

+40 Attack Damage

57.93%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

57.93%
Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

57.94%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

57.94%

Core items

#1
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Navori Flickerblade Navori Flickerblade Navori Flickerblade
Total Price
2,650
Price
950

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.

Win Rate49.36%
Pick Rate14.32%
#2
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

Win Rate51.35%
Pick Rate8.90%
#3
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Win Rate51.66%
Pick Rate6.42%

Situational itemstop 12

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

51.24%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

52.51%
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.

51.44%
Navori Flickerblade Navori Flickerblade Navori Flickerblade
Total Price
2,650
Price
950

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Transcendence Attacks reduce Basic Ability cooldowns by 15% of their remaining cooldown.

51.34%
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

51.43%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.

51.80%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

54.63%
Rapid Firecannon Rapid Firecannon Rapid Firecannon
Total Price
2,650
Price
850

+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.

49.01%
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

52.07%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

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

52.87%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.

49.98%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.

50.34%

Starting items

B. F. Sword B. F. Sword B. F. Sword
Total Price
1,300
Price
1,300

+40 Attack Damage

50.94%
B. F. Sword B. F. Sword B. F. Sword
Total Price
1,300
Price
1,300

+40 Attack Damage

52.42%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

52.42%
Scout's Slingshot Scout's Slingshot Scout's Slingshot
Total Price
600
Price
100

+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.

52.29%
Rectrix Rectrix Rectrix
Total Price
775
Price
425

+15 Attack Damage +4% Move Speed

52.29%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
57.15%
Pick Rate
26.87%
Games
7,298

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

View augment details
GoldT157.15%26.87%7,298
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
56.73%
Pick Rate
11.62%
Games
3,157

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

View augment details
GoldT156.73%11.62%3,157
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
56.48%
Pick Rate
11.90%
Games
3,233

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

View augment details
PrismaticT156.48%11.90%3,233
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
54.70%
Pick Rate
6.77%
Games
1,839

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
GoldT154.70%6.77%1,839
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
54.41%
Pick Rate
16.46%
Games
4,470

Grants 60% bonus attack speed .

View augment details
SilverT154.41%16.46%4,470
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
54.12%
Pick Rate
4.69%
Games
1,273

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

View augment details
GoldT154.12%4.69%1,273
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
54.09%
Pick Rate
7.57%
Games
2,056

Gain 15% omnivamp .

View augment details
SilverT154.09%7.57%2,056
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
53.99%
Pick Rate
17.42%
Games
4,732

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
GoldT153.99%17.42%4,732
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.64%
Pick Rate
7.33%
Games
1,991

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
PrismaticT153.64%7.33%1,991
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.22%
Pick Rate
13.39%
Games
3,636

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

View augment details
PrismaticT153.22%13.39%3,636
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
53.18%
Pick Rate
5.21%
Games
1,416

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

View augment details
SilverT153.18%5.21%1,416
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
53.03%
Pick Rate
4.49%
Games
1,220

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

View augment details
GoldT153.03%4.49%1,220
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
52.50%
Pick Rate
6.85%
Games
1,859

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

View augment details
SilverT152.50%6.85%1,859
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
52.14%
Pick Rate
11.43%
Games
3,105

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

View augment details
SilverT152.14%11.43%3,105
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.12%
Pick Rate
11.23%
Games
3,049

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT152.12%11.23%3,049
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
52.09%
Pick Rate
8.46%
Games
2,298

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
SilverT152.09%8.46%2,298
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.96%
Pick Rate
5.72%
Games
1,553

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT151.96%5.72%1,553
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
51.87%
Pick Rate
8.65%
Games
2,350

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

View augment details
GoldT151.87%8.65%2,350
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
51.62%
Pick Rate
20.06%
Games
5,449

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT151.62%20.06%5,449
Critical Rhythm Critical Rhythm Critical Rhythm Gold
Rarity
Gold
Tier
T1
Win Rate
51.51%
Pick Rate
20.31%
Games
5,515

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

View augment details
GoldT151.51%20.31%5,515
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.80%
Pick Rate
9.19%
Games
2,496

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
PrismaticT150.80%9.19%2,496
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
50.57%
Pick Rate
9.07%
Games
2,462

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT150.57%9.07%2,462
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
49.78%
Pick Rate
7.37%
Games
2,001

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
GoldT149.78%7.37%2,001
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
49.24%
Pick Rate
15.67%
Games
4,257

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

View augment details
SilverT149.24%15.67%4,257
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
48.86%
Pick Rate
5.80%
Games
1,576

Grants 18% armor penetration and magic penetration .

View augment details
GoldT148.86%5.80%1,576
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
47.34%
Pick Rate
7.96%
Games
2,163

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

View augment details
GoldT147.34%7.96%2,163
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
47.16%
Pick Rate
10.88%
Games
2,956

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
GoldT147.16%10.88%2,956
Draw Your Sword Draw Your Sword Draw Your Sword Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
58.95%
Pick Rate
2.10%
Games
570

Become melee , modifying your attack range to 200 units. Additionally, gain 30% bonus attack damage , 25% bonus attack speed , 30% bonus health , 25% bonus movement speed , and 20% life steal. These bonuses are increased by 0% – 30% (based on champion's default attack range). This augment is only available for ranged champions.

View augment details
PrismaticT258.95%2.10%570
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
57.60%
Pick Rate
1.26%
Games
342

Gain 2 Stat Anvils .

View augment details
SilverT257.60%1.26%342
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
57.36%
Pick Rate
0.95%
Games
258

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

View augment details
SilverT257.36%0.95%258
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
56.83%
Pick Rate
1.83%
Games
498

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
GoldT256.83%1.83%498
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
56.46%
Pick Rate
1.68%
Games
457

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

View augment details
PrismaticT256.46%1.68%457
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
56.09%
Pick Rate
1.69%
Games
460

Gain 1750 upon acquiring this augment.

View augment details
GoldT256.09%1.69%460
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
55.63%
Pick Rate
1.15%
Games
311

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

View augment details
GoldT255.63%1.15%311
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
55.58%
Pick Rate
2.08%
Games
565

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

View augment details
SilverT255.58%2.08%565
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
55.07%
Pick Rate
2.03%
Games
552

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

View augment details
GoldT255.07%2.03%552
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
54.42%
Pick Rate
2.58%
Games
702

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
SilverT254.42%2.58%702
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
52.68%
Pick Rate
4.19%
Games
1,139

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

View augment details
GoldT252.68%4.19%1,139
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.29%
Pick Rate
0.96%
Games
262

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
PrismaticT252.29%0.96%262
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.72%
Pick Rate
0.85%
Games
232

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

View augment details
PrismaticT251.72%0.85%232
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
51.64%
Pick Rate
1.80%
Games
488

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
GoldT251.64%1.80%488
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
50.92%
Pick Rate
1.61%
Games
436

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
GoldT250.92%1.61%436
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
50.86%
Pick Rate
1.71%
Games
464

Increases attack damage by 20% .

View augment details
SilverT250.86%1.71%464
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
50.86%
Pick Rate
0.85%
Games
232

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
GoldT250.86%0.85%232
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
50.68%
Pick Rate
1.09%
Games
296

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
PrismaticT250.68%1.09%296
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.58%
Pick Rate
0.95%
Games
259

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

View augment details
PrismaticT250.58%0.95%259
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
49.89%
Pick Rate
1.62%
Games
441

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
GoldT249.89%1.62%441
ReEnergize ReEnergize ReEnergize Silver
Rarity
Silver
Tier
T5
Win Rate
49.72%
Pick Rate
1.96%
Games
533

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

View augment details
SilverT249.72%1.96%533
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
49.55%
Pick Rate
2.85%
Games
773

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
GoldT249.55%2.85%773
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.54%
Pick Rate
3.60%
Games
977

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

View augment details
PrismaticT249.54%3.60%977
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
48.91%
Pick Rate
4.22%
Games
1,147

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
GoldT248.91%4.22%1,147
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
48.44%
Pick Rate
1.30%
Games
353

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

View augment details
GoldT248.44%1.30%353
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
48.12%
Pick Rate
2.16%
Games
586

Grants 50% critical strike chance .

View augment details
GoldT248.12%2.16%586
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
47.23%
Pick Rate
0.87%
Games
235

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

View augment details
GoldT247.23%0.87%235
Upgrade Sheen Upgrade Sheen Upgrade Sheen Gold
Rarity
Gold
Tier
T4
Win Rate
46.30%
Pick Rate
1.19%
Games
324

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
GoldT246.30%1.19%324
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.16%
Pick Rate
3.88%
Games
1,055

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

View augment details
PrismaticT246.16%3.88%1,055
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
45.30%
Pick Rate
1.29%
Games
351

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
GoldT245.30%1.29%351
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
44.91%
Pick Rate
0.80%
Games
216

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

View augment details
GoldT244.91%0.80%216
Master of Duality Master of Duality Master of Duality Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
42.65%
Pick Rate
2.28%
Games
619

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

View augment details
PrismaticT242.65%2.28%619
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
32.38%
Pick Rate
0.90%
Games
244

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
GoldT232.38%0.90%244
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
63.64%
Pick Rate
0.41%
Games
110

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

View augment details
PrismaticT363.64%0.41%110
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
57.34%
Pick Rate
0.53%
Games
143

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
GoldT357.34%0.53%143
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
57.14%
Pick Rate
0.67%
Games
182

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

View augment details
SilverT357.14%0.67%182
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
56.76%
Pick Rate
0.41%
Games
111

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

View augment details
SilverT356.76%0.41%111
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
56.42%
Pick Rate
0.66%
Games
179

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
SilverT356.42%0.66%179
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
55.66%
Pick Rate
0.39%
Games
106

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

View augment details
GoldT355.66%0.39%106
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
55.56%
Pick Rate
0.60%
Games
162

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

View augment details
SilverT355.56%0.60%162
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
54.32%
Pick Rate
0.30%
Games
81

Your champion abilities deal 35% increased damage and you gain 70 ability haste and 35% increased healing and shielding from all sources, but your ultimate ability is permanently sealed .

View augment details
PrismaticT354.32%0.30%81
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.24%
Pick Rate
0.49%
Games
134

Grants 3 random Dragon Souls .

View augment details
PrismaticT352.24%0.49%134
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.85%
Pick Rate
0.60%
Games
162

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
PrismaticT351.85%0.60%162
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.33%
Pick Rate
0.55%
Games
150

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

View augment details
PrismaticT351.33%0.55%150
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.45%
Pick Rate
0.41%
Games
111

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
PrismaticT350.45%0.41%111
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
50.00%
Pick Rate
0.40%
Games
108

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
GoldT350.00%0.40%108
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
49.46%
Pick Rate
0.68%
Games
184

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT349.46%0.68%184
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
49.35%
Pick Rate
0.57%
Games
154

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

View augment details
GoldT349.35%0.57%154
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
49.18%
Pick Rate
0.45%
Games
122

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
GoldT349.18%0.45%122
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
48.82%
Pick Rate
0.47%
Games
127

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

View augment details
GoldT348.82%0.47%127
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
48.65%
Pick Rate
0.54%
Games
148

Grants 60 ability haste .

View augment details
GoldT348.65%0.54%148
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
48.24%
Pick Rate
0.63%
Games
170

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

View augment details
SilverT348.24%0.63%170
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
48.18%
Pick Rate
0.41%
Games
110

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

View augment details
GoldT348.18%0.41%110
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
46.84%
Pick Rate
0.29%
Games
79

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

View augment details
PrismaticT346.84%0.29%79
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
46.15%
Pick Rate
0.43%
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
GoldT346.15%0.43%117
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
46.15%
Pick Rate
0.29%
Games
78

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

View augment details
SilverT346.15%0.29%78
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
45.98%
Pick Rate
0.32%
Games
87

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

View augment details
GoldT345.98%0.32%87
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
45.98%
Pick Rate
0.32%
Games
87

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
GoldT345.98%0.32%87
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
45.79%
Pick Rate
0.39%
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
GoldT345.79%0.39%107
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
45.45%
Pick Rate
0.36%
Games
99

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
GoldT345.45%0.36%99
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
44.88%
Pick Rate
0.47%
Games
127

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT344.88%0.47%127
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
44.83%
Pick Rate
0.43%
Games
116

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

View augment details
SilverT344.83%0.43%116
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
44.78%
Pick Rate
0.49%
Games
134

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

View augment details
GoldT344.78%0.49%134
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
44.03%
Pick Rate
0.49%
Games
134

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
GoldT344.03%0.49%134
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.00%
Pick Rate
0.37%
Games
100

Damaging basic attacks or abilities against enemy champions deal 50 – 150 (based on level) (+ 40% bonus AD) (+ 20% AP) bonus magic damage , and grant you 30 and 25% bonus movement speed for 1. 5 seconds (30 second cooldown per champion).

View augment details
PrismaticT344.00%0.37%100
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
43.93%
Pick Rate
0.39%
Games
107

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
GoldT343.93%0.39%107
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
43.60%
Pick Rate
0.63%
Games
172

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT343.60%0.63%172
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
40.48%
Pick Rate
0.62%
Games
168

You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal pre-mitigation.

View augment details
PrismaticT340.48%0.62%168
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
38.30%
Pick Rate
0.35%
Games
94

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

View augment details
PrismaticT338.30%0.35%94
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
38.22%
Pick Rate
0.58%
Games
157

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

View augment details
SilverT338.22%0.58%157
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
34.41%
Pick Rate
0.34%
Games
93

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

View augment details
GoldT334.41%0.34%93
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
63.79%
Pick Rate
0.21%
Games
58

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
SilverT463.79%0.21%58
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
60.87%
Pick Rate
0.25%
Games
69

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
PrismaticT460.87%0.25%69
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
57.97%
Pick Rate
0.25%
Games
69

Deal 1% increased damage per 10 movement speed you have more than the target.

View augment details
SilverT457.97%0.25%69
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.83%
Pick Rate
0.20%
Games
53

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

View augment details
PrismaticT452.83%0.20%53
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.00%
Pick Rate
0.20%
Games
54

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

View augment details
PrismaticT450.00%0.20%54
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
46.58%
Pick Rate
0.27%
Games
73

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT446.58%0.27%73
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
46.27%
Pick Rate
0.25%
Games
67

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

View augment details
GoldT446.27%0.25%67
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
45.95%
Pick Rate
0.27%
Games
74

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

View augment details
SilverT445.95%0.27%74
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
45.83%
Pick Rate
0.27%
Games
72

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

View augment details
SilverT445.83%0.27%72
Poltergeist Poltergeist Poltergeist Silver
Rarity
Silver
Tier
T5
Win Rate
45.61%
Pick Rate
0.21%
Games
57

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

View augment details
SilverT445.61%0.21%57
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.44%
Pick Rate
0.23%
Games
63

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
PrismaticT444.44%0.23%63
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
44.07%
Pick Rate
0.22%
Games
59

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

View augment details
GoldT444.07%0.22%59
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
41.94%
Pick Rate
0.23%
Games
62

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

View augment details
SilverT441.94%0.23%62
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
40.58%
Pick Rate
0.25%
Games
69

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
GoldT440.58%0.25%69
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
40.30%
Pick Rate
0.25%
Games
67

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

View augment details
SilverT440.30%0.25%67
Trueshot Prodigy Trueshot Prodigy Trueshot Prodigy Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
40.30%
Pick Rate
0.25%
Games
67

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

View augment details
PrismaticT440.30%0.25%67
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
40.00%
Pick Rate
0.26%
Games
70

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

View augment details
SilverT440.00%0.26%70
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
37.74%
Pick Rate
0.20%
Games
53

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

View augment details
SilverT437.74%0.20%53
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
36.84%
Pick Rate
0.21%
Games
57

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
PrismaticT436.84%0.21%57
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
33.85%
Pick Rate
0.24%
Games
65

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

View augment details
GoldT433.85%0.24%65
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
32.73%
Pick Rate
0.20%
Games
55

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

View augment details
PrismaticT432.73%0.20%55

Tristana Skill Combos

Extracted from the skill order guide

Skill Order
EQW

Max order: E > Q > W, with points in R at 6, 11, and 16.

EQW

Q is your steroid, so you max it second to multiply the damage from your E and auto-attacks.

Tristana Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Tristana counters these champions in ARAM: Mayhem.

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

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

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

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

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

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

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

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

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

Read counter details

Countered By

5

Tristana is countered by these champions in ARAM: Mayhem.

Malzahar Malzahar Malzahar T1
Tier
T1
Rank
#17
Win Rate
53.30%
Pick Rate
0.91%

Malzahar is a control mage who wins fights by making one target miserable. He pushes waves with Void pressure, spreads damage over time, and punishes divers with reliable lockdown when they step too far forward. His pattern is simple: mark a target, let the Void do the work, then hold suppression for the enemy carry, assassin, or overconfident frontliner who gives your team a clean focus window.In ARAM: Mayhem, Malzahar is less about slow lane control and more about surviving the chaos long enough to choose the right victim. Fights start faster, engage angles are messier, and enemies have more ways to force contact, so your spell shield, spacing, and ultimate timing matter a lot. Play behind your frontline, keep waves and summons moving, and do not waste your lockdown on the first body you see unless killing that target actually wins the fight. View champion guide

Vi Vi Vi T3
Tier
T3
Rank
#98
Win Rate
49.02%
Pick Rate
0.36%

Vi is a straightforward bruiser-diver who starts fights by punching a path into the enemy backline. Her identity is simple: charge in, lock onto a priority target, and force the enemy team to answer you. She is best for players who want clear engage tools, strong follow-up, and a champion that rewards decisive timing more than fancy spacing. Her signature pattern is to look for a clean angle, commit onto a carry or exposed squishy, and let her team collapse while the target is pinned down. In ARAM: Mayhem, fights break open faster and augments can make engages much more explosive, so Vi has to pick her moments carefully. Go too early and you get burned down in the middle of the enemy team; wait for a target to step forward, a key defensive tool to be used, or your own team to be close enough, and Vi turns one good punch into a full fight win. View champion guide

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

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

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

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

Read counter details

Tristana 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

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

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

Synergy Mechanism: AoE lockdown creates perfect landing zones for Tristana’s Explosive Charge. Amumu’s Bandage Toss and Curse of the Sad Mummy hold enemies in place, guaranteeing the full detonation of her bomb. Combo: Amumu lands Bandage Toss or flashes for Ult. Tristana immediately places Explosive Charge on the primary target and rapid-fires to proc the full damage. She then uses Rocket Jump to follow any stragglers. Best Scenario: The enemy team is grouped tightly in a choke point. Amumu engages, and Tristana gets a multi-man bomb detonation, triggering a reset chain. Enemy Answer: Quick Reaction or disengage tools like Janna’s Monsoon can knock Tristana away before she stacks the bomb. Enemies may also build QSS or Cleanse to break Amumu’s stun immediately. Failure Risk: If Amumu misses his engage, Tristana is left standing in no-man’s-land with her only escape on cooldown if she committed too early. Recovery: Buster Shot creates separation. Tristana must instantly fire it behind her to knock the frontline back into her tower or away from her body, buying time for Rocket Jump to come back up.

Orianna (High Value)

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

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

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

Synergy Mechanism: The ball provides defensive stats and a devastating AoE follow-up. Command: Shockwave groups enemies, making them sitting ducks for Tristana’s area damage. Combo: Orianna places the ball on Tristana. Tristana Rocket Jumps into the fray, and Orianna triggers Shockwave upon landing. Tristana stacks Explosive Charge during the stun. Best Scenario: A dive onto a squishy backline. The ball shield helps Tristana survive the initial burst upon landing. Enemy Answer: Point-and-click CC like Ryazi or Lissandra can stop Tristana mid-air or immediately upon landing, preventing the Shockwave setup. Failure Risk: Tristana jumps too deep without Orianna’s ball, getting focused down before the combo starts. Recovery: Buster Shot self-peel is the only way out. If the dive fails, Tristana must use the knockback to create a wall between herself and the enemy bruisers.

Braum (Strong Value)

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

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

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

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

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

Lux Lux Lux T3
Tier
T3
Rank
#66
Win Rate
49.86%
Pick Rate
1.05%

Lux is a long-range burst mage who plays around catching enemies with light control, softening them with poke, and finishing grouped targets from a safe distance. Her signature pattern is simple to understand: stay behind your front line, fish for a binding or a clean poke angle, then layer damage when the enemy is locked in place or already forced to dodge. In ARAM: Mayhem, Lux is still an entry-level friendly backline pick, but the mode is faster and messier than standard ARAM. She gets more chances to hit clustered enemies, yet she is punished harder when divers, Snowball users, or flank threats reach her. Play patiently, value spacing, and use her range to control fights before they fully break open. View champion guide

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

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

Nidalee Nidalee Nidalee T5
Tier
T5
Rank
#154
Win Rate
46.11%
Pick Rate
0.67%

Nidalee the Bestial Huntress Nidalee is a hybrid poke-assassin who dominates mid-range fights by weaving between a human form that throws spears and a cougar form that executes wounded targets. Her entire gameplay loop revolves around one mechanic: landing a Javelin Toss. When she hits a spear at long range, the damage scales massively, and the target gets marked for her cougar form to pounce on with enhanced damage. In ARAM: Mayhem, she is a lane bully on steroids. The single-lane format means she always has vision of her targets, and the constant teamfighting gives her endless opportunities to chunk enemies before going in for the kill. She plays as a siege specialist who transitions into a finisher. Early on, you stay back in human form, chucking spears and laying traps to control the health relics and bushes. Once an enemy drops to half health or eats a max-range spear, you swap to cougar form and dive in with W-Q-E combos to delete them. The Mayhem environment accelerates this pattern. Faster gold and ability haste let her reach her one-shot power spike much earlier than on Summoner's Rift. She doesn't have to farm for twenty minutes to become scary; she starts dangerous and gets worse. What changes in Mayhem is her consistency and the pressure on her mana pool. In normal ARAM, Nidalee often runs dry if she spams spears. Here, the increased resource generation or specific augments often smooth out that weakness, letting her fish for picks constantly. She also benefits from the chaotic movement. Enemies are dodging skillshots from four other champions, which makes landing a single decisive spear much easier. The downside is her fragility. If she misses her combo or gets caught by hard engage, she pops instantly. She has no real escape tool once she commits to cougar form, so every all-in is a calculated risk. View champion guide

Synergy Mechanism: Braum’s shield blocks the critical skillshots that usually stop a diving ADC. His passive adds extra stun locks, which helps Tristana secure resets. Combo: Tristana jumps on a target. Braum throws Glacial Fissure to slow and knock up, then raises Unbreakable to block incoming damage while Tristana stacks her bomb. Best Scenario: Against heavy poke or projectile-based comps. Braum eats the Nidalee spears or Lux bindings, allowing Tristana to play aggressively. Enemy Answer: Flanking assassins or AoE mages who ignore the directional shield. Zed or Fizz can bypass the wall and burst Tristana down. Failure Risk: Braum is too far back to shield in time. Tristana gets hit by a key CC and dies before the shield comes up. Recovery: Braum can use his own jump to close the gap and apply passive stuns, giving Tristana a brief window to reposition or lifesteal.

Leona (Strong Value)

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

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

Taric Taric Taric T3
Tier
T3
Rank
#71
Win Rate
50.66%
Pick Rate
0.25%

Taric is a frontline enchanter-tank who turns close fights into winning fights. He protects an ally, heals through extended brawls, and threatens stuns by lining up his engage through both himself and his linked partner. His signature pattern is simple: stay near the teammate who wants to fight, walk forward with them, and punish enemies who commit too hard. In ARAM: Mayhem, the constant teamfighting makes Taric more active than usual, but also less forgiving. If your team stacks around you and fights in your zone, you can make dives feel impossible to finish. If you fall behind the play or get kited before your stun connects, Taric can look slow and empty. View champion guide

Tahm Kench Tahm Kench Tahm Kench T3
Tier
T3
Rank
#99
Win Rate
49.20%
Pick Rate
0.73%

Tahm Kench is a front-line protector and brawler who wins fights by standing between danger and his team. His signature pattern is simple: walk up, threaten picks with crowd control, soak damage, then use his save tools to deny the enemy’s best engage or burst window. In ARAM: Mayhem, the constant fighting makes Tahm more active than a normal slow tank. He wants short, messy skirmishes where enemies overcommit into his range and his team can hit whoever he locks down. Play him as a bodyguard when your carries are winning, or as a bully when the enemy backline steps too close. If he wastes his protection early, he can be punished hard, so patience matters. View champion guide

Synergy Mechanism: Perma-CC lockdown. Leona can hold a single target in place for nearly three seconds, which is more than enough time for Tristana to get a full bomb proc and a reset. Combo: Leona lands Zenith Blade and uses Shield of Daybreak. Tristana places Explosive Charge. Leona follows with Solar Flare to extend the lockdown if the target hasn't died yet. Best Scenario: Picking off a lone target who overextended for poke. This guarantees a 5v4 reset chain. Enemy Answer: A dedicated peeler like Tahm Kench or Taric can save the target, wasting Leona’s cooldowns and leaving Tristana vulnerable. Failure Risk: The target is too tanky. Tristana blows all cooldowns but fails to secure the kill, leaving her with no escape. Recovery: Buster Shot the target away to reset the fight. Tristana must kite backward, auto-attacking to lower Jump cooldown via her passive, rather than forcing a bad fight.

Lulu (Situational Value)

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

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

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

Talon Talon Talon T3
Tier
T3
Rank
#86
Win Rate
49.81%
Pick Rate
0.44%

Talon the Blade's Shadow Talon is a physical burst assassin who wants to appear from an angle, kill a fragile target fast, and leave before the enemy team can lock him down. His signature pattern is simple: look for a softened carry, enter from fog or terrain, dump damage in a short window, then use his mobility and stealth timing to escape or reposition. In ARAM: Mayhem, Talon plays more like a high-speed pick threat than a slow flanker. Fights start often, targets are usually grouped, and random power spikes can make both his burst and his risk much sharper. He is easy to understand but punishing to mistime: go in after key crowd control is used, not when the whole enemy team is still waiting to peel. View champion guide

Lulu Lulu Lulu T4
Tier
T4
Rank
#121
Win Rate
47.27%
Pick Rate
0.46%

Lulu the Fae Sorceress Lulu is a whimsical enchantress who controls fights through disruption, buffs, and crowd control rather than raw damage. She excels as a support or utility mage, turning enemy engages into chaos while amplifying her allies. Her signature pattern revolves around Polymorph—shutting down divers or assassins the moment they commit—and using Whimsy to speed up engages or peel threats. In ARAM: Mayhem, her constant poke and shielding become even more oppressive, and the faster pace means her ult and polymorph are available for nearly every skirmish. View champion guide

Synergy Mechanism: Anti-burst protection and speed boost. Whim gives Tristana the move speed to close gaps without using Jump, while Wild Growth provides the HP needed to survive a dive. Combo: Tristana commits to a fight. Lulu ults immediately upon Tristana’s landing, knocking up nearby enemies and providing a health buffer. Best Scenario: Against high burst assassins. Lulu’s polymorph shuts down the Zed or Talon trying to delete Tristana. Enemy Answer: Heavy poke that forces Lulu to use mana on healing before the fight starts. If Lulu is OOM, the safety net vanishes. Failure Risk: Lulu uses her abilities on the wrong target or reacts too slowly to the dive. Recovery: Lulu’s Glitterlance provides a slow. Tristana can use this slow to kite backward and wait for cooldowns. Required Team Functions

Tristana lacks reliable self-peel until Buster Shot comes online, and even then, it is a single defensive tool on a long cooldown. She requires Hard Engagement to start fights, as she cannot safely walk up to her maximum attack range against competent poke comps. She also desperately needs a Frontline to absorb the initial wave of CC and damage. Without a tank or engage support, Tristana is forced to play passively, losing the reset momentum that defines her Mayhem strength. Finally, Disengage is valuable for when her jumps go wrong; a teammate who can zone enemies off her corpse allows her to play on the edge without costing the team the entire game.

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

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

Amumu (High Value)

AoE lockdown creates perfect landing zones for Tristana’s Explosive Charge. Amumu’s Bandage Toss and Curse of the Sad Mummy hold enemies in place, guaranteeing the full detonation of her bomb.

Tristana ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Tempo and PacingTristana plays the long game, farming early and scaling into a late-game tower-eating monster with patient, methodical play.The wait phase disappears; gold flows fast and augments create early power spikes, forcing aggressive reset-chasing from the first wave.Be active immediately or get run over by enemies stacking augments faster.
Rocket Jump UsageYou hold W as an escape tool because dying is costly and positioning is everything; safety is the priority.Aggression is rewarded; if a jump gets a reset or kill, you take it. Dying is less punishing with fast respawns.Ask if the jump gets a reset, not if it is safe.
Win Condition PriorityTristana acts as a siege engine, poking with E and auto-attacking towers; objective pressure is the real win condition.Kills give augments and gold to take towers faster; prioritize fights first, then structures, reversing normal priorities.Force fights now, take towers after you win the engagement.
Augment SynergyNo augments exist; Tristana relies on items for attack speed, on-hit effects, and ability resets over time.She benefits enormously from attack speed, on-hit, or reset augments; avoid mage or tank paths that waste her kit.Pick augments that amplify auto-attacks and resets, not spell-casting.
Teamfight SpacingKite back, maintain max range, and commit only with clear advantage; the perfect engage window is worth waiting for.Fights start and end in seconds; waiting for perfect moments leaves your team dead. Commit when targets are one E stack from dying.Recognize kill thresholds quickly and commit without hesitation.

Champion Analysis

Role / Current performance

Overview

In Hextech Mayhem (ARAM) mode, Tristana the Yordle Gunner is a ranged attack damage carry whose playstyle revolves around extraordinary attack speed, impressive burst damage, and exceptional scaling safety. Her passive ability, Draw a Bead, progressively increases her attack range as she gains levels, culminating in one of the longest attack ranges in the entire game by level eighteen. This mechanic defines her late‑game identity: she can consistently apply damage from a distance that many enemy champions simply cannot reach, making her a reliable source of sustained physical damage in extended team fights. Her core damage ability is Rapid Fire, which grants a massive attack speed bonus when activated, dramatically amplifying her damage output over a short window. This ability is the primary engine of her sustained damage, especially when combined with her naturally scaling range. Tristana’s mobility comes from Rocket Jump, a leap that can be aimed at any location and deals area‑of‑effect damage upon landing. This skill serves both as an aggressive gap‑closer for chasing fleeing enemies and as an escape tool to reposition away from threats. Her burst capability is centered on Explosive Charge, which attaches a delayed explosive to a target. The charge detonates for area damage after a short delay, and if the affected target dies before the explosion, the bomb detonates instantly. This design makes Explosive Charge exceptionally effective for wave clearing and for dealing significant splash damage in clustered team fights. For self‑peel and damage amplification, Tristana’s ultimate, Buster Shot, fires a powerful cannonball that both deals substantial single‑target damage and knocks the enemy back. This knockback is a crucial defensive tool, allowing her to create immediate distance from melee divers or assassins. Taken together, Tristana’s toolkit offers a complete package of safe late‑game range, high attack speed, reposition mobility, area burst, and a hard knockback peel. In the confined chaos of Hextech Mayhem, these attributes make her one of the most reliable ADC picks available. She can pressure objectives and enemy champions from a protected position, punish grouped opponents with explosive area damage, and use Rocket Jump and Buster Shot to navigate the tight map and disengage from danger. Her strategic value lies in this combination of scaling safety, burst hybrid damage, and self‑sufficient mobility, allowing her to function effectively without heavy reliance on supports or complex team coordination.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Tristana the Yordle Gunner plays aggressively in ARAM: Mayhem due to accelerated gold and experience, making passive farming obsolete. Her primary engage tool is Rocket Jump, but it should only be used when landing on a target marked with Explosive Charge, preferably a squishy isolated enemy or when the team has already committed cooldowns. The jump must be saved for moments when key defensive abilities like knockbacks or stuns are on cooldown; jumping onto a fed bruiser with ultimate available usually results in death before a reset. Planning the second jump before taking the first is essential because a takedown resets the ability, allowing a chain onto the next target or a retreat. Buster Shot is not primarily a kill confirmation tool; it is one of the strongest disengage abilities in the game. In Mayhem, high death timers and damage values make knocking a diver off the backline more valuable than securing a kill. Against divers, auto-attacking to stack Explosive Charge and then using Buster Shot as the charge detonates combines maximum damage with safety. Against wide ultimates like Malphite or Amumu, a healthy Tristana can jump out and reposition, while a low-health Tristana must use Buster Shot immediately to create space. The escape is also the engage, creating tension: using Rocket Jump to gap-close leaves no way out for several seconds. Early in the match, staying near the team’s side of the bridge and jumping toward the Nexus when escaping is safer than jumping sideways, which keeps the champion in range of skill shots. When chased, running toward a health relic or corner and then using Buster Shot to knock the enemy into a wall buys time for the jump cooldown. Augments that grant cooldown reduction on auto-attacks should be used by attacking the closest target, even a minion, to get escape tools back faster. Narrow lane spacing is a strength for Tristana because her range allows shooting over minions and terrain; she should stand behind and slightly offset from melee allies to force enemies to choose between diving the frontline or overextending. Against long-range poke, constant left-right movement within auto-attack range is necessary, and dodging should take priority over attacking until enemy poke abilities are on cooldown. Target priority starts with the enemy backline thanks to her passive increasing range, but she must not tunnel on low-health targets; if a tank is sitting on her, stacking Explosive Charge on the tank and detonating with Buster Shot creates a massive AoE explosion that damages the entire team. Snowball is essential for covering gaps Rocket Jump cannot safely cross early. It should be used to test reflexes, and the dash is best timed after the enemy uses a major crowd-control ability. Holding the mark can zone enemies, and the dash can be used just to close distance while saving Rocket Jump to escape. Augments alter rhythm: abilities should be woven between auto-attacks to keep buffs active, and augments that enhance Buster Shot should be saved for when the enemy team clusters in the narrow lane. Tristana is a natural pusher with Explosive Charge damaging minions and splash; shoving the wave limits enemy poke but pushing too hard without cooldowns is dangerous. When ahead, maintain pressure; when behind, let the wave come and clear with Explosive Charge and Rapid Fire, looking for picks when enemies overextend. Diving requires waiting for a tank to draw tower aggro, then jumping onto a low target, securing the kill, and jumping out immediately to drop aggro; diving without jump cooldown or against point-and-click stuns is suicide.

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Playstyle Guide

Playstyle / Team structure

Play guide

Tristana the Yordle Gunner begins Mayhem with significant range disadvantages but high burst potential, making survival the priority from levels one through six. She must stay near melee allies, avoid trading auto-attacks, and instead place Explosive Charge on a minion near enemies to spread damage through the bomb explosion. Snowball should be held primarily as an escape tool against divers; only use it offensively if an enemy is stunned under tower or isolated at low health. Early augments can shift aggression slightly, but overall the goal is to stall, soak experience, and survive until level six. If she falls behind, she waits for team engages and focuses on stacking Explosive Charge on waves; if ahead, she buys small components and looks for brief E-auto bursts. Hitting level six unlocks Rocket Jump reset potential and signals the transition to her power spike. From levels seven to eleven, Tristana’s range and attack speed surge, turning her from survivor into executioner. She kites at maximum range, uses Rapid Fire only when committing to a fight, and places Explosive Charge on the focused target to trigger rapid detonations and Rocket Jump resets. Snowball now becomes an offensive tool against low-health backline targets, but only if a reset is guaranteed. Mid-game augments define her approach: damage augments push her toward reset plays, while defensive augments like Ghost are used to kite backward. She pushes towers aggressively with Explosive Charge’s bonus structure damage and groups to force objectives. When behind, she defends under tower, punishes dives with E detonation and W reset, then jumps to safety or pursues fleeing enemies. In the late game, levels twelve and beyond, Tristana becomes a hyper-carry with massive range and explosive damage, but one crowd-control effect can delete her. She must stay at maximum range, hit the closest enemy first, and never use Rocket Jump to start a fight unless a guaranteed kill with a safe landing spot exists. Buster Shot is best used to peel divers rather than for long-range execution. Snowball is reserved as an emergency escape from assassins—hesitation is fatal. Late augments should amplify damage or survivability, and she should focus on melting the front line if she has a tank-killing augment. She destroys towers faster than nearly any champion, so after a winning fight she pushes directly for the inhibitor or nexus instead of recalling. When behind, she clears waves with Explosive Charge from the safety of her inhibitor tower and waits for enemy dives to reset and clean up. Throughout every phase, tracking Rocket Jump’s cooldown is critical; without it she is vulnerable, and her game plan revolves around hitting hard, moving fast, and never stopping shooting.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Tristana the Yordle Gunner hits her power spike in Mayhem as soon as she secures early takedowns or stacks her passive attack speed. With a gold lead and completed item components, she transitions from a passive poke champion to an executioner, using her increasing range to safely auto-attack towers and enemies from distances they cannot match. An ahead state triggers when she completes her first core item before enemy carries, has a level advantage over the enemy frontline, or her team establishes tower pressure. When ahead, her primary goals are forcing objective fights and taking towers. She places Explosive Charge on structures and auto-attacks four times to detonate a massive chunk of health, while Buster Shot creates a no-go zone by knocking enemies back into their own team or under her tower. Augments that add damage or cooldown reduction on takedowns amplify her lead, allowing her to chain-dive by jumping on the weakest target, securing the kill, resetting Rocket Jump, and leaping to the next. However, the biggest mistake an ahead Tristana can make is jumping into a full-health enemy team without a reset available. Rocket Jump has a long cooldown if she fails to kill, and being stunned in the middle of the enemy team throws the lead instantly. She must wait for a teammate to engage or for an enemy to drop to half health before committing her jump, and should save Buster Shot for self-peel if the enemy has hard engage or point-and-click crowd control. When Tristana falls behind, she loses the ability to dive and reset, becoming vulnerable to dives herself because her damage is too low to secure a quick reset. This state triggers when enemy assassins or divers are one or two levels higher, she cannot safely auto-attack the wave without heavy poke, or her team lacks frontline, forcing her to use Rocket Jump just to survive. From behind, she must change her role from executioner to peeler and wave clearer, using Rapid Fire and auto-attacks to clear the minion wave before it hits her tower, and relying on Explosive Charge to clear casters. She should not try to poke the enemy under their tower, as she lacks the damage to threaten them and risks getting caught. Instead, she stays grouped, saves Rocket Jump strictly for repositioning, and Buster Shots away any diver that jumps on her. Her job is to survive the initial burst and provide sustained damage on the closest target. Augments that grant shields, healing, or tenacity can salvage a losing game, and augments with cooldown reduction on assists rather than kills allow her to reposition after the first target falls even without securing the kill. The recovery plan involves stopping forced kills and playing for tower defense. She waits for enemies to overextend and dive, using tower shots plus Buster Shot to create a defensive kill zone. Knocking an enemy into her tower helps secure a takedown she could not get in the open field, and once a takedown or assist resets Rocket Jump, she can chase down remaining low-health enemies to turn defense into an equalizer. Itemization matters more when behind: if the enemy built armor, Tristana should prioritize Last Whisper components immediately; if they have heavy magic damage or poke, a defensive or sustain component like Hexdrinker earlier than usual keeps her alive, because a living Tristana with slightly less damage still shreds towers and cleans up fights while a dead one does zero damage.

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Champion Background

Lore / Identity / Text block

Background copy

Tristana in Mayhem is a reset-based execution machine whose entire kit revolves around chaining jumps and blowing up targets with Explosive Charge. Playing around cooldowns and resets allows her to dive the backline, secure a kill, and jump out, but forcing resets that do not exist leads to quick deaths. Every ability has a clear punish window, and Mayhem’s faster pace makes those windows tighter. Her passive grants increasing attack range as she levels, providing a safety net against poke and burst while enabling safe stacking of Explosive Charge from outside many engage ranges. This range advantage lets her chip frontliners without committing, but misjudging it and standing still while autoing makes her an easy skillshot target. Rapid Fire provides a massive attack speed steroid for short burst windows and tower shredding, but its long cooldown means wasting it on poke or while stunned leaves her without a primary damage tool in the next fight. Rocket Jump is her engage, reset, and escape, with kills and assists resetting the cooldown along with fully stacked Explosive Charge detonations. The classic pattern is to jump onto a target with Explosive Charge, stack with Rapid Fire, detonate for a reset, then jump again to the next target or back to safety. However, jumping without a guaranteed reset or into enemy crowd control is the fastest way to die, as Mayhem’s burst ensures she will not survive the mistake. Explosive Charge places a bomb that stacks with autos and abilities, detonating for heavy bonus damage and resetting Rocket Jump at four stacks. This is her primary burst tool and objective damage, and maxing it first gives the strongest early power spike. Placing it on a target she cannot stack wastes the cooldown and the potential reset, limiting her mobility. Buster Shot serves as both a finisher and peel, dealing magic damage and knocking back the target and enemies in a cone behind them. It can execute low-health targets, shove divers away, or disrupt enemy engage angles. Using it at the wrong time can save enemies by knocking them away from her team or wasting the cooldown. In Mayhem, Tristana’s entire identity is built around exploiting her range, stacking Explosive Charge for resets, and chaining Rocket Jumps when she confirms kills or detonations, making precise timing the difference between taking over a fight and inting.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Tristana the Yordle Gunner in ARAM: Mayhem lives and dies by how she manages her jump resets. The mode's accelerated gold and experience turn her into a late-game monster much earlier than usual, but the chaotic pace means one bad Rocket Jump ends her contribution to the fight instantly. Most losses come from treating Rocket Jump as movement instead of a kill-confirmation tool. The most common mechanical mistake is using Rocket Jump to engage a full-health target at max range, which leaves Tristana isolated with no escape; the target survives her burst, and the enemy team collapses on her before her cooldowns return. The correct action is to walk up and poke with Rapid Fire and Explosive Charge, saving Rocket Jump to dodge key crowd control or to finish a low-health target for the reset. If she already jumped in and failed to secure a kill, she should immediately use Buster Shot to create distance, accept the misplay, and focus on kiting backwards. Another mechanical error is auto-attacking a different target after placing Explosive Charge on a champion; the charge ticks slowly and deals minimal damage, wasting the primary burst window. The correct action is to focus all auto-attacks on the Charged target, turn on Rapid Fire, and commit to stacking the bomb until it detonates for bonus damage. If the target escapes, she must back off and reset her rhythm rather than chase past the frontline. Using Buster Shot purely for damage on a healthy enemy is also a mistake, as it knocks them to safety and removes her own peel tool. She should hold Buster Shot for self-peel against divers or to execute a sub-thirty-percent health target. If she wastes it, she must play much farther back and rely on Rocket Jump strictly for escaping until it comes off cooldown. Jumping over terrain to chase a single kill separates her from the team, and in Mayhem, getting caught alone often costs the team the push. She should only jump walls if the fight is clearly won and she is cleaning up, or if escaping certain death. Decision mistakes include rushing a pure damage build when the enemy has multiple divers or hard engage; she gets one-shot before outputting meaningful damage. She must adapt her build, considering early defensive options, and change her playstyle to wait for the enemy's major cooldowns before she even appears on their screen. Using Rapid Fire on cooldown to poke minions or structures leaves her without the attack speed steroid when a real fight starts; she should save it for champion combat and taking towers quickly after a team fight. Chasing kills into the enemy base during a siege turns a winning push into a stalled game; she should reset with her team after taking inhibitors or towers. Ignoring the enemy frontline to reach backline carries gets her peeled and killed; she should attack the closest target, using Explosive Charge splash damage and her range to contribute without overextending. Finally, holding Snowball for too long looking for a perfect engage loses pressure; she should use it to test reflexes, dodge incoming poke, or close the gap on a target she can actually kill. Tristana rewards patience more than aggression in the early stages, and the common thread across almost every mistake is impatience: jumping too early, blowing cooldowns on full-health targets, or chasing kills that are not guaranteed, so waiting for the chaos to start and letting the enemy commit their cooldowns before jumping in to clean up is how to turn Mayhem into a win.

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FAQ

Tristana

FAQ

Is Tristana a safe pick in ARAM: Mayhem? Yes, but only if you treat her jump as a resource, not a habit. When the enemy still has hard crowd control or burst ready, play from max attack range and stack damage before committing. The tradeoff is that patient Tristana can clean fights hard, while greedy Tristana dies before her reset matters. When should I jump in? Jump in when a target is already low, displaced, or locked down by your team. Use the jump to finish and reposition, not to start every fight by yourself. If you jump first into five players, you give up your best escape and invite an instant punish. How do I use Explosive Charge well? Put the charge on the target your team can actually hit, then keep attacking until it pops. If the enemy can walk out, dash away, or force you back, save it for a cleaner angle instead of wasting it on a tank at full safety. The tradeoff is simple: forcing the charge early gives pressure, but fully stacking it gives real kill threat.

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