ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T3 Rank #90

Olaf ARAM Mayhem Build & Best Augments

Olaf role and playstyle: baseline role is AD fighter, with a core identity built around teamfight utility and damage output. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Key ARAM traits include slow control, dash mobility, true damage. Hextech augment reliance: Low to medium: the base kit is functional, while premium augments noticeably improve consistency. Execution difficulty: Low execution: straightforward patterns make the champion approachable for newer ARAM players. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Olaf Olaf the Berserker Fighter / Mage
TierT3
Rank#90
Win Rate49.10%
Pick Rate0.18%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Stridebreaker Stridebreaker Stridebreaker
Total Price
3,300
Price
750

+40 Attack Damage +25% Attack Speed +450 Health Cleave Attacks deal physical damage to nearby enemies. Breaking Shockwave Deal physical damage and Slow nearby enemies by 35%. Gain 35% decaying Move Speed per champion hit for 3 seconds.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Experimental Hexplate Experimental Hexplate Experimental Hexplate
Total Price
3,000
Price
500

+40 Attack Damage +20% Attack Speed +450 Health Hexcharged Gain 30 Ultimate Ability Haste. Overdrive After casting your Ultimate, gain +50% Attack Speed and +20% Move Speed for 8 seconds.

Win Rate56.66%
Pick Rate15.99%
#2
Stridebreaker Stridebreaker Stridebreaker
Total Price
3,300
Price
750

+40 Attack Damage +25% Attack Speed +450 Health Cleave Attacks deal physical damage to nearby enemies. Breaking Shockwave Deal physical damage and Slow nearby enemies by 35%. Gain 35% decaying Move Speed per champion hit for 3 seconds.

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

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

Experimental Hexplate Experimental Hexplate Experimental Hexplate
Total Price
3,000
Price
500

+40 Attack Damage +20% Attack Speed +450 Health Hexcharged Gain 30 Ultimate Ability Haste. Overdrive After casting your Ultimate, gain +50% Attack Speed and +20% Move Speed for 8 seconds.

Win Rate58.59%
Pick Rate8.53%
#3
Stridebreaker Stridebreaker Stridebreaker
Total Price
3,300
Price
750

+40 Attack Damage +25% Attack Speed +450 Health Cleave Attacks deal physical damage to nearby enemies. Breaking Shockwave Deal physical damage and Slow nearby enemies by 35%. Gain 35% decaying Move Speed per champion hit for 3 seconds.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate55.42%
Pick Rate5.94%

Situational itemstop 12

Experimental Hexplate Experimental Hexplate Experimental Hexplate
Total Price
3,000
Price
500

+40 Attack Damage +20% Attack Speed +450 Health Hexcharged Gain 30 Ultimate Ability Haste. Overdrive After casting your Ultimate, gain +50% Attack Speed and +20% Move Speed for 8 seconds.

56.80%
Stridebreaker Stridebreaker Stridebreaker
Total Price
3,300
Price
750

+40 Attack Damage +25% Attack Speed +450 Health Cleave Attacks deal physical damage to nearby enemies. Breaking Shockwave Deal physical damage and Slow nearby enemies by 35%. Gain 35% decaying Move Speed per champion hit for 3 seconds.

56.22%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

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

56.78%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

55.28%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

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

55.44%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

57.38%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

54.92%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

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

53.78%
Ravenous Hydra Ravenous Hydra Ravenous Hydra
Total Price
3,300
Price
150

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

58.70%
Sterak's Gage Sterak's Gage Sterak's Gage
Total Price
3,200
Price
775

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

57.88%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

50.35%
Boots of Swiftness Boots of Swiftness Boots of Swiftness
Total Price
1,000
Price
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

59.48%

Starting items

Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

57.70%
Tiamat Tiamat Tiamat
Total Price
1,200
Price
500

+20 Attack Damage Cleave Attacks deal physical damage to nearby enemies. Crescent Deal physical damage to enemies around you.

57.70%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

55.06%
Phage Phage Phage
Total Price
1,100
Price
350

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

55.06%
Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

52.84%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

52.84%

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate45.45%
Pick Rate3.84%
#2
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Experimental Hexplate Experimental Hexplate Experimental Hexplate
Total Price
3,000
Price
500

+40 Attack Damage +20% Attack Speed +450 Health Hexcharged Gain 30 Ultimate Ability Haste. Overdrive After casting your Ultimate, gain +50% Attack Speed and +20% Move Speed for 8 seconds.

Win Rate43.35%
Pick Rate3.51%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

Win Rate42.69%
Pick Rate3.01%

Situational itemstop 12

Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

42.89%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

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

46.48%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

47.08%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

44.22%
Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

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

46.21%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

45.11%
Experimental Hexplate Experimental Hexplate Experimental Hexplate
Total Price
3,000
Price
500

+40 Attack Damage +20% Attack Speed +450 Health Hexcharged Gain 30 Ultimate Ability Haste. Overdrive After casting your Ultimate, gain +50% Attack Speed and +20% Move Speed for 8 seconds.

38.32%
Stridebreaker Stridebreaker Stridebreaker
Total Price
3,300
Price
750

+40 Attack Damage +25% Attack Speed +450 Health Cleave Attacks deal physical damage to nearby enemies. Breaking Shockwave Deal physical damage and Slow nearby enemies by 35%. Gain 35% decaying Move Speed per champion hit for 3 seconds.

49.00%
Ravenous Hydra Ravenous Hydra Ravenous Hydra
Total Price
3,300
Price
150

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

40.26%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Total Price
3,200
Price
650

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

46.19%
Kaenic Rookern Kaenic Rookern Kaenic Rookern
Total Price
2,900
Price
800

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

52.21%
Randuin's Omen Randuin's Omen Randuin's Omen
Total Price
2,700
Price
800

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

48.24%

Starting items

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

+350 Health

46.53%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

46.53%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

44.66%
Tiamat Tiamat Tiamat
Total Price
1,200
Price
500

+20 Attack Damage Cleave Attacks deal physical damage to nearby enemies. Crescent Deal physical damage to enemies around you.

44.66%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

43.66%
Phage Phage Phage
Total Price
1,100
Price
350

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

43.66%

Core items

#1
Ravenous Hydra Ravenous Hydra Ravenous Hydra
Total Price
3,300
Price
150

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

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

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

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

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

Win Rate56.20%
Pick Rate9.18%
#2
Ravenous Hydra Ravenous Hydra Ravenous Hydra
Total Price
3,300
Price
150

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate47.45%
Pick Rate8.18%
#3
Ravenous Hydra Ravenous Hydra Ravenous Hydra
Total Price
3,300
Price
150

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Experimental Hexplate Experimental Hexplate Experimental Hexplate
Total Price
3,000
Price
500

+40 Attack Damage +20% Attack Speed +450 Health Hexcharged Gain 30 Ultimate Ability Haste. Overdrive After casting your Ultimate, gain +50% Attack Speed and +20% Move Speed for 8 seconds.

Win Rate64.60%
Pick Rate7.58%

Situational itemstop 12

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

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

52.59%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

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

53.58%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

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

53.79%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

53.62%
Experimental Hexplate Experimental Hexplate Experimental Hexplate
Total Price
3,000
Price
500

+40 Attack Damage +20% Attack Speed +450 Health Hexcharged Gain 30 Ultimate Ability Haste. Overdrive After casting your Ultimate, gain +50% Attack Speed and +20% Move Speed for 8 seconds.

54.17%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

52.65%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

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

49.63%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

52.07%
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

48.00%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

44.05%
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.

50.05%
Boots of Swiftness Boots of Swiftness Boots of Swiftness
Total Price
1,000
Price
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

52.50%

Starting items

Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

50.34%
Tiamat Tiamat Tiamat
Total Price
1,200
Price
500

+20 Attack Damage Cleave Attacks deal physical damage to nearby enemies. Crescent Deal physical damage to enemies around you.

50.34%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

51.82%
Phage Phage Phage
Total Price
1,100
Price
350

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

51.82%
Tiamat Tiamat Tiamat
Total Price
1,200
Price
500

+20 Attack Damage Cleave Attacks deal physical damage to nearby enemies. Crescent Deal physical damage to enemies around you.

49.92%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
59.23%
Pick Rate
8.21%
Games
547

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

View augment details
GoldT159.23%8.21%547
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.98%
Pick Rate
8.73%
Games
582

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

View augment details
PrismaticT154.98%8.73%582
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
54.64%
Pick Rate
4.53%
Games
302

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
GoldT154.64%4.53%302
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.81%
Pick Rate
4.80%
Games
320

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT152.81%4.80%320
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.52%
Pick Rate
4.95%
Games
330

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

View augment details
PrismaticT151.52%4.95%330
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
51.47%
Pick Rate
8.66%
Games
577

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
GoldT151.47%8.66%577
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
50.98%
Pick Rate
12.24%
Games
816

Gain 15% omnivamp .

View augment details
SilverT150.98%12.24%816
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
50.76%
Pick Rate
11.91%
Games
794

Grants 60% bonus attack speed .

View augment details
SilverT150.76%11.91%794
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
50.69%
Pick Rate
4.32%
Games
288

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

View augment details
GoldT150.69%4.32%288
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
50.69%
Pick Rate
10.86%
Games
724

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT150.69%10.86%724
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
50.65%
Pick Rate
10.34%
Games
689

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

View augment details
GoldT150.65%10.34%689
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
50.48%
Pick Rate
7.79%
Games
519

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

View augment details
SilverT150.48%7.79%519
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
50.09%
Pick Rate
16.17%
Games
1,078

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

View augment details
GoldT150.09%16.17%1,078
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
49.28%
Pick Rate
7.31%
Games
487

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

View augment details
GoldT149.28%7.31%487
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.14%
Pick Rate
5.22%
Games
348

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

View augment details
PrismaticT149.14%5.22%348
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
48.97%
Pick Rate
5.12%
Games
341

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT148.97%5.12%341
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
48.72%
Pick Rate
8.78%
Games
585

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
GoldT148.72%8.78%585
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
48.00%
Pick Rate
7.13%
Games
475

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
GoldT148.00%7.13%475
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
47.81%
Pick Rate
11.33%
Games
755

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
GoldT147.81%11.33%755
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
47.72%
Pick Rate
6.26%
Games
417

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
GoldT147.72%6.26%417
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
47.67%
Pick Rate
5.48%
Games
365

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
PrismaticT147.67%5.48%365
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
46.98%
Pick Rate
5.46%
Games
364

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
GoldT146.98%5.46%364
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
46.93%
Pick Rate
7.58%
Games
505

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
PrismaticT146.93%7.58%505
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
45.91%
Pick Rate
4.77%
Games
318

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

View augment details
SilverT145.91%4.77%318
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
45.08%
Pick Rate
5.49%
Games
366

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

View augment details
GoldT145.08%5.49%366
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
45.04%
Pick Rate
5.30%
Games
353

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
GoldT145.04%5.30%353
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
43.96%
Pick Rate
4.85%
Games
323

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
GoldT143.96%4.85%323
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
43.66%
Pick Rate
6.39%
Games
426

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

View augment details
SilverT143.66%6.39%426
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
65.07%
Pick Rate
2.19%
Games
146

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
GoldT265.07%2.19%146
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
60.64%
Pick Rate
3.74%
Games
249

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

View augment details
GoldT260.64%3.74%249
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
60.63%
Pick Rate
3.81%
Games
254

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

View augment details
SilverT260.63%3.81%254
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
59.65%
Pick Rate
2.57%
Games
171

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
PrismaticT259.65%2.57%171
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
58.70%
Pick Rate
2.76%
Games
184

Increases attack damage by 20% .

View augment details
SilverT258.70%2.76%184
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
56.35%
Pick Rate
2.72%
Games
181

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
GoldT256.35%2.72%181
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
56.15%
Pick Rate
1.95%
Games
130

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
SilverT256.15%1.95%130
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
55.39%
Pick Rate
3.06%
Games
204

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT255.39%3.06%204
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
54.81%
Pick Rate
3.12%
Games
208

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
PrismaticT254.81%3.12%208
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
54.62%
Pick Rate
3.57%
Games
238

Grants 50% critical strike chance .

View augment details
GoldT254.62%3.57%238
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
54.25%
Pick Rate
2.30%
Games
153

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

View augment details
PrismaticT254.25%2.30%153
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
54.20%
Pick Rate
1.97%
Games
131

Gain 2 Stat Anvils .

View augment details
SilverT254.20%1.97%131
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
52.94%
Pick Rate
2.04%
Games
136

Gain 1750 upon acquiring this augment.

View augment details
GoldT252.94%2.04%136
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
51.45%
Pick Rate
2.07%
Games
138

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
SilverT251.45%2.07%138
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
50.67%
Pick Rate
2.25%
Games
150

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
SilverT250.67%2.25%150
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
50.66%
Pick Rate
2.28%
Games
152

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
SilverT250.66%2.28%152
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
50.45%
Pick Rate
3.36%
Games
224

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT250.45%3.36%224
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
50.00%
Pick Rate
2.34%
Games
156

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

View augment details
GoldT250.00%2.34%156
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
49.78%
Pick Rate
3.44%
Games
229

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

View augment details
GoldT249.78%3.44%229
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
49.32%
Pick Rate
2.19%
Games
146

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
GoldT249.32%2.19%146
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
48.31%
Pick Rate
2.67%
Games
178

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

View augment details
SilverT248.31%2.67%178
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
48.31%
Pick Rate
2.67%
Games
178

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
GoldT248.31%2.67%178
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
47.76%
Pick Rate
3.02%
Games
201

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

View augment details
GoldT247.76%3.02%201
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
47.33%
Pick Rate
2.25%
Games
150

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

View augment details
SilverT247.33%2.25%150
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
47.17%
Pick Rate
2.39%
Games
159

Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
GoldT247.17%2.39%159
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
47.02%
Pick Rate
2.27%
Games
151

Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown).

View augment details
SilverT247.02%2.27%151
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
46.75%
Pick Rate
2.31%
Games
154

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

View augment details
SilverT246.75%2.31%154
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
46.40%
Pick Rate
3.75%
Games
250

Grants 18% armor penetration and magic penetration .

View augment details
GoldT246.40%3.75%250
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
45.97%
Pick Rate
3.72%
Games
248

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
GoldT245.97%3.72%248
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
45.45%
Pick Rate
2.15%
Games
143

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

View augment details
SilverT245.45%2.15%143
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
45.16%
Pick Rate
2.33%
Games
155

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
GoldT245.16%2.33%155
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
44.74%
Pick Rate
2.28%
Games
152

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
GoldT244.74%2.28%152
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
44.65%
Pick Rate
3.23%
Games
215

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

View augment details
PrismaticT244.65%3.23%215
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
43.54%
Pick Rate
2.21%
Games
147

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

View augment details
GoldT243.54%2.21%147
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
40.97%
Pick Rate
2.16%
Games
144

Scoring a champion takedown causes the area around the slain champion to explode in a 500 unit radius, dealing adaptive damage to enemies within equal to 15% of their current health and leaving behind a zone for 1. 5 seconds that slows enemies within by 60%.

View augment details
GoldT240.97%2.16%144
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
58.75%
Pick Rate
1.20%
Games
80

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
GoldT358.75%1.20%80
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.93%
Pick Rate
1.34%
Games
89

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
PrismaticT353.93%1.34%89
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
53.85%
Pick Rate
1.37%
Games
91

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

View augment details
GoldT353.85%1.37%91
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
53.40%
Pick Rate
1.55%
Games
103

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
SilverT353.40%1.55%103
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
53.26%
Pick Rate
1.38%
Games
92

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
GoldT353.26%1.38%92
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.06%
Pick Rate
1.47%
Games
98

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

View augment details
PrismaticT353.06%1.47%98
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
53.04%
Pick Rate
1.73%
Games
115

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

View augment details
SilverT353.04%1.73%115
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.27%
Pick Rate
1.32%
Games
88

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
PrismaticT352.27%1.32%88
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
51.72%
Pick Rate
1.74%
Games
116

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

View augment details
GoldT351.72%1.74%116
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.65%
Pick Rate
1.37%
Games
91

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

View augment details
PrismaticT351.65%1.37%91
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
51.49%
Pick Rate
1.52%
Games
101

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
SilverT351.49%1.52%101
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.49%
Pick Rate
1.52%
Games
101

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
PrismaticT351.49%1.52%101
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
50.52%
Pick Rate
1.46%
Games
97

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
SilverT350.52%1.46%97
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.00%
Pick Rate
1.47%
Games
98

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

View augment details
PrismaticT350.00%1.47%98
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
49.58%
Pick Rate
1.79%
Games
119

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
SilverT349.58%1.79%119
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.53%
Pick Rate
1.61%
Games
107

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

View augment details
PrismaticT349.53%1.61%107
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.38%
Pick Rate
1.22%
Games
81

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

View augment details
PrismaticT349.38%1.22%81
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.38%
Pick Rate
1.22%
Games
81

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

View augment details
PrismaticT349.38%1.22%81
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
48.35%
Pick Rate
1.37%
Games
91

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
GoldT348.35%1.37%91
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
47.27%
Pick Rate
1.65%
Games
110

Grants 60 ability haste .

View augment details
GoldT347.27%1.65%110
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.22%
Pick Rate
1.62%
Games
108

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
PrismaticT347.22%1.62%108
Quest: Icathia's Fall Quest: Icathia's Fall Quest: Icathia's Fall Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.17%
Pick Rate
1.59%
Games
106

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

View augment details
PrismaticT347.17%1.59%106
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.96%
Pick Rate
1.73%
Games
115

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

View augment details
PrismaticT346.96%1.73%115
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
46.67%
Pick Rate
1.35%
Games
90

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

View augment details
GoldT346.67%1.35%90
Upgrade Thornmail Upgrade Thornmail Upgrade Thornmail Silver
Rarity
Silver
Tier
T3
Win Rate
44.94%
Pick Rate
1.34%
Games
89

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

View augment details
SilverT344.94%1.34%89
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
44.55%
Pick Rate
1.52%
Games
101

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

View augment details
GoldT344.55%1.52%101
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
42.48%
Pick Rate
1.70%
Games
113

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

View augment details
PrismaticT342.48%1.70%113
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
42.35%
Pick Rate
1.28%
Games
85

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
GoldT342.35%1.28%85
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
40.48%
Pick Rate
1.26%
Games
84

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
PrismaticT340.48%1.26%84
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
40.48%
Pick Rate
1.26%
Games
84

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

View augment details
PrismaticT340.48%1.26%84
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
39.56%
Pick Rate
1.37%
Games
91

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
GoldT339.56%1.37%91
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
39.02%
Pick Rate
1.23%
Games
82

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

View augment details
GoldT339.02%1.23%82
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
67.12%
Pick Rate
1.10%
Games
73

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

View augment details
SilverT467.12%1.10%73
Stuck in Here With Me Stuck in Here With Me Stuck in Here With Me Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
65.38%
Pick Rate
0.78%
Games
52

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

View augment details
PrismaticT465.38%0.78%52
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
60.32%
Pick Rate
0.95%
Games
63

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

View augment details
SilverT460.32%0.95%63
Poltergeist Poltergeist Poltergeist Silver
Rarity
Silver
Tier
T5
Win Rate
60.00%
Pick Rate
0.83%
Games
55

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
SilverT460.00%0.83%55
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
54.67%
Pick Rate
1.13%
Games
75

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
PrismaticT454.67%1.13%75
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
54.29%
Pick Rate
1.05%
Games
70

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

View augment details
GoldT454.29%1.05%70
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
54.24%
Pick Rate
0.89%
Games
59

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
GoldT454.24%0.89%59
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
52.54%
Pick Rate
0.89%
Games
59

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
GoldT452.54%0.89%59
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.98%
Pick Rate
0.77%
Games
51

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

View augment details
PrismaticT450.98%0.77%51
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.77%
Pick Rate
0.98%
Games
65

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
PrismaticT450.77%0.98%65
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.00%
Pick Rate
0.99%
Games
66

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

View augment details
PrismaticT450.00%0.99%66
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
46.97%
Pick Rate
0.99%
Games
66

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT446.97%0.99%66
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
45.59%
Pick Rate
1.02%
Games
68

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
SilverT445.59%1.02%68
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
45.45%
Pick Rate
0.83%
Games
55

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
GoldT445.45%0.83%55
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
43.66%
Pick Rate
1.07%
Games
71

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

View augment details
SilverT443.66%1.07%71
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.33%
Pick Rate
0.90%
Games
60

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
PrismaticT443.33%0.90%60
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
41.94%
Pick Rate
0.93%
Games
62

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

View augment details
GoldT441.94%0.93%62
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
41.79%
Pick Rate
1.01%
Games
67

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
PrismaticT441.79%1.01%67
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.10%
Pick Rate
1.10%
Games
73

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
PrismaticT441.10%1.10%73
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.58%
Pick Rate
1.04%
Games
69

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

View augment details
PrismaticT440.58%1.04%69

Olaf Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

Normal order: R > Q > E > W.

RQWE

Use: R > Q > W > E only when the lobby and augments both demand extended brawling.

RQEW

Max Q first, max E second, and leave W for last in most games.

Olaf Counters

Counters and threats extracted from the matchup guide

Counters

Counters

10

Olaf 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

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

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

Jhin Jhin Jhin T4
Tier
T4
Rank
#124
Win Rate
47.86%
Pick Rate
1.21%

Jhin the Virtuoso Jhin is a slow, methodical marksman who turns every fourth shot into a critical strike. He does not attack fast. He attacks once, reloads, and makes that shot count. In ARAM: Mayhem, that rhythm stays the same, but the damage numbers and ability haste make him far more dangerous. You are not kiting constantly. You are setting up kills with W, trapping the lane with E, and finishing low-health enemies from across the map with your ultimate. His role is artillery and execution. You stay at the edge of fights, root targets for your team, and use R to snipe anyone who tries to escape. The Mayhem environment favors his long-range tools. Abilities come up faster, so your root and trap uptime improves significantly. You still reload after four shots, but the downtime matters less when your W and E are ready again. What changes here is how often you can influence the fight without auto-attacking. In normal ARAM, Jhin struggles when teams dive him or when he cannot set up traps in advance. Mayhem's pacing lets you throw traps mid-fight more often and root fleeing enemies before they reach cover. You still need protection from assassins and divers, but your ability to punish mistakes from range goes up. Play for the fourth shot, land your W on rooted or slowed targets, and save R for the moment enemies drop below half health. 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

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

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

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

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

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

Trundle Trundle Trundle T3
Tier
T3
Rank
#125
Win Rate
49.03%
Pick Rate
0.31%

Trundle the Troll King Trundle is a tanky fighter who wins fights by stealing stats and controlling space. His entire identity revolves around Chomp for sustained damage and Pillar of Ice for disruption. He excels at shutting down immobile champions and dueling anyone foolish enough to fight him in his domain. In ARAM: Mayhem, Trundle shifts from a niche counter-pick to a consistent lane bully. The single-lane format guarantees he always has targets for Pillar, and the constant fighting lets him keep his attack speed buff stacked. He acts as a frontline anchor who creates openings with terrain abuse rather than raw engage range. His signature pattern is simple: isolate a target with Pillar, close the gap, and beat them down while their stats drain into him. Mayhem's pacing favors this playstyle because teams are constantly clumped, giving his ultimate high value on tanky comps. If you like winning 1v1s and making enemies rage at pathing, this is your pick. View champion guide

Cassiopeia Cassiopeia Cassiopeia T3
Tier
T3
Rank
#119
Win Rate
49.21%
Pick Rate
0.38%

Cassiopeia the Serpent's Embrace Cassiopeia is a battle-mage who dominates the mid-line through sustained damage and zone control. She does not use boots and instead gains passive movement speed per level, which matters more in a single-lane format where positioning is everything. Her identity revolves around poison application and Noxious Touch, a mechanic that lets her Twin Fang spam on poisoned targets for heavy damage and healing. In ARAM: Mayhem, she becomes a lane bully with near-constant uptime on her ground effect and ultimate. The accelerated gold and experience curve covers her item power spikes faster than on Summoner's Rift, letting her reach her late-game "machine gun" state earlier. She excels at punishing melee engages and locking down narrow corridors, but she struggles against long-range poke and hard engage that bypasses her Petrifying Gaze. View champion guide

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

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

Read counter details

Olaf Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Milio Milio Milio T2
Tier
T2
Rank
#64
Win Rate
51.34%
Pick Rate
0.40%

Milio is a backline enchanter who wins fights by keeping carries safe, extending their threat range, and turning messy trades into survivable ones. His signature pattern is simple: stay behind the damage dealers, shield or heal before the burst lands, then use his defensive tools to let allies keep hitting instead of backing away. In ARAM: Mayhem, Milio is less about quiet lane support and more about fast reaction in constant brawls. Augments and nonstop teamfights make good positioning matter even more: if he is caught first, the fight can collapse, but if he survives the opening engage, his team gets much harder to finish off. Pick him when your side has strong carries that want time, space, and a second chance in every fight. View champion guide

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

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

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

Lulu / Milio / Karma style enchanter: speed, shields, and reset support

Olaf’s best fights start when he reaches a carry before the enemy line can fully spread. Speed boosts, shields, and defensive buffs let him take the ugly path through poke and slows without losing too much health before he starts hitting. The value is highest when the enchanter plays slightly behind Olaf, not so far back that shields arrive after the first burst has already landed.

Seraphine Seraphine Seraphine T1
Tier
T1
Rank
#2
Win Rate
56.33%
Pick Rate
0.94%

Seraphine Seraphine is a backline mage-support who wins fights by stacking pressure, not by forcing one clean burst. She likes long trades, grouped enemies, and teammates who can follow up on her setup. If you play her well, you keep people at arm’s length, soften them up, and turn one good hit into a wider fight win. Her pattern is simple: stay safe, tag multiple targets, and use her crowd control and healing to keep your team moving. In ARAM: Mayhem, that plan gets even better because the fights are constant and everyone is packed together, so her teamfight value shows up fast. The flip side is that she is still vulnerable if enemies reach her first, so spacing and timing matter more than greed. 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

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

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

Orianna / Seraphine / Lux style control mage: zone control and follow-up burst

Olaf forces enemies to move. Control mages punish that movement with area damage, roots, shields, or zoning. When Olaf runs at the backline, the enemy team often clumps behind minions, retreats in a straight line, or turns to peel him. That gives a mage clean angles to land spells on grouped targets instead of throwing into a stable formation.

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

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

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

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

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

Malphite / Rell / Amumu style hard engager: layered dive and target lockdown

Olaf is terrifying once the fight has already started, but he can be kited if he has to open alone from full vision. A hard engager solves that by creating the first displacement or lockdown. Olaf then enters during the panic, when enemy carries are using movement spells defensively and peel tools are aimed at the primary engage.

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

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

Jhin Jhin Jhin T4
Tier
T4
Rank
#124
Win Rate
47.86%
Pick Rate
1.21%

Jhin the Virtuoso Jhin is a slow, methodical marksman who turns every fourth shot into a critical strike. He does not attack fast. He attacks once, reloads, and makes that shot count. In ARAM: Mayhem, that rhythm stays the same, but the damage numbers and ability haste make him far more dangerous. You are not kiting constantly. You are setting up kills with W, trapping the lane with E, and finishing low-health enemies from across the map with your ultimate. His role is artillery and execution. You stay at the edge of fights, root targets for your team, and use R to snipe anyone who tries to escape. The Mayhem environment favors his long-range tools. Abilities come up faster, so your root and trap uptime improves significantly. You still reload after four shots, but the downtime matters less when your W and E are ready again. What changes here is how often you can influence the fight without auto-attacking. In normal ARAM, Jhin struggles when teams dive him or when he cannot set up traps in advance. Mayhem's pacing lets you throw traps mid-fight more often and root fleeing enemies before they reach cover. You still need protection from assassins and divers, but your ability to punish mistakes from range goes up. Play for the fourth shot, land your W on rooted or slowed targets, and save R for the moment enemies drop below half health. 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

Ashe / Varus / Jhin style ranged setup marksman: slows, picks, and lane control

Olaf loves enemies who are already slowed, marked, or forced to dodge in a predictable direction. Ranged setup marksmen create that condition from safety. Their poke and utility also make enemies walk backward before Olaf commits, which shortens the distance Olaf needs to cover once he decides to run.

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

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

Olaf Olaf Olaf T3
Tier
T3
Rank
#90
Win Rate
49.10%
Pick Rate
0.18%

Olaf is a front-line bruiser who wants to run straight through the fight, stick to a priority target, and win by refusing to back off. His pattern is simple: land axes, keep chasing, and force enemies to deal with him before he tears through their backline. In ARAM: Mayhem, Olaf benefits from the constant teamfighting and short lanes because he gets to brawl early and often. He is easiest to play when your team can follow his engage or punish enemies who spend everything trying to stop him. If he falls behind or charges in alone, he can be kited after his first push, so pick your moment, commit hard, and make the fight messy on your terms. View champion guide

Samira Samira Samira T5
Tier
T5
Rank
#150
Win Rate
46.68%
Pick Rate
0.63%

Samira the Desert Rose Samira is a high-octane hybrid marksman designed to style on enemies through close-range combat and ability weaving. She occupies a unique space between an AD carry and an assassin, relying on her Style meter to unlock her devastating ultimate. Her entire kit rewards aggressive play and rapid input execution, making her one of the most adrenaline-heavy picks in the game. In ARAM: Mayhem, Samira thrives because the constant fighting accelerates her entire game plan. The single-lane format removes her biggest weakness—getting kited or flanked in side lanes—and replaces it with non-stop targets for her dashes and ultimate. She builds Style faster here than in any other mode, letting her fire Inferno Trigger repeatedly throughout a single extended teamfight. Her signature pattern is simple but demanding: stack abilities and auto-attacks to reach Style grade S, then unleash her ultimate for massive area-of-effect damage and healing. Miss the timing or get interrupted, and she pops. Land it, and she turns a messy brawl into a pentakill highlight. View champion guide

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

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

Samira / Katarina / Master Yi style cleanup carry: second threat after Olaf breaks formation

Olaf is great at making fights messy. Cleanup carries love messy fights. When Olaf charges through the front and demands peel, enemies turn, scatter, and spend defensive tools. That gives a reset champion or melee carry the opening to enter after key crowd control and burst have already been used.

Olaf ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Fight IdentityOlaf is a brawler who becomes a threat after the first engage, liking messy fights where enemies have already used their strongest tools.He becomes an explosive commit champion who breaks enemy formation, pressuring side angles or punishing isolated targets rather than just tanking.Shift from patient cleanup to decisive formation-breaking that forces enemies to react.
Axe UsageHe can spend a lot of time throwing axes for poke and slows, fishing for pressure before committing to a full fight.Throwing axes too far is punished harder; short axes keep chase alive and prevent overextending into enemy burst zones.Throw short axes you can retrieve to maintain pressure without dying for free.
Snowball UseLanding Snowball often means you can take it and start a fight, especially if your team is close behind you.Taking every Snowball feeds into upgraded burst; hit means you earned an option, not an automatic go signal.Take Snowball only when your team can follow and you have a plan after arrival.
Tempo and ResetsHe can afford slow setups, clearing and poking while waiting for enemies to misstep before committing.Pace is less forgiving; failed engages invite immediate counter-engages, requiring quick resets behind minion waves.Reset immediately after failed engages instead of jogging backward through five champions.
Teamfight SpacingPlayers often run straight down the lane, relying on durability to reach targets through sustained brawls.Straight-line engages are easy to read; Olaf wants diagonal pressure, standing one step ahead and to the side.Create diagonal pressure to make the enemy backline move before you commit.

Champion Analysis

Role / Current performance

Overview

Olaf the Berserker functions as a melee fighter and semi-tank in ARAM: Mayhem, where his identity centers on relentless aggression and exceptional anti-crowd control capabilities. His primary strategic value comes from his ultimate ability, Ragnarok, which grants temporary immunity to all crowd control effects while providing attack speed. This makes Olaf one of the most effective champions for diving into enemy backlines during teamfights, as he can ignore the crowd control that would normally shut down melee fighters. His ability to bypass CC and sustain through fights defines his role as a powerful engagement tool. His core gameplay pattern revolves around his Q ability, Undertow, which serves as his primary poke and harassment tool. Olaf throws an axe that can be picked up to reduce its cooldown, allowing for rapid re-throwing when positioned correctly. This mechanic rewards players who manage their positioning carefully, creating opportunities for sustained pressure before and during engagements. His W ability, Vicious Strikes, provides lifesteal and attack speed that enhances his survivability in extended fights. His E ability, Reckless Swing, deals true damage, making him particularly effective against high-armor tank champions who might otherwise counter melee fighters. Strategically, Olaf excels when players activate his ultimate during teamfights to dive directly into the enemy backline, bypassing frontline defenders and crowd control abilities. His true damage on E allows him to threaten tanky opponents who cannot mitigate this damage type. However, Olaf carries significant weaknesses that players must respect. He lacks mobility abilities, making him vulnerable to poke and kiting before he engages. His ultimate has a long cooldown, meaning poor timing can leave him without his primary defensive tool for an extended period. He must fight in melee range to be effective, which creates natural vulnerability in ARAM's confined space. His sustained damage output combined with crowd control immunity makes him a formidable presence in teamfights, but success requires careful management of his axe pickup mechanic and proper ultimate timing. Players must balance aggressive engagement with awareness of his cooldowns and positioning limitations. Olaf's practical value in ARAM: Mayhem comes from his unique ability to ignore crowd control while maintaining damage pressure, making him an excellent choice for teams that need a reliable frontline diver who can threaten both squishy and tanky opponents.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Olaf wins Mayhem fights by choosing the moment when the lane is already messy rather than sprinting in from full vision. Let poke, minions, pets, traps, and frontliners create clutter first, then use that clutter to hide your angle. Walking straight down the center before anyone commits allows the enemy team to kite backward in a clean line, wasting your best window just reaching them. Start fights when a priority target has already used movement or crowd control. Olaf can force through a lot, but he struggles chasing a champion that saved every dash, knockback, and speed boost for him. Watch for the first escape tool, then commit immediately before they reset their spacing. Use axes to make the enemy choose between losing space or taking the all-in. Throwing an axe through the lane before running in creates a short punish window: if they sidestep wide, your team gains lane room; if they stay grouped, you have a path to follow. Commit hard only when your team can actually follow, as a five-man focus can erase even a fed diver who arrives alone. Ragnarok-style all-in windows should be used to pass through control, not to start a doomed chase. If the enemy has layered stuns, roots, fears, or knockups ready, wait until those effects are about to matter, then activate and keep moving toward the carry. Burning immunity while still outside threat range gives the enemy an easy retreat. Olaf excels when the enemy dives first. If assassins or bruisers jump your backline, turn on them instantly instead of chasing the enemy marksman across the lane. A diving target has already spent mobility, is closer to your team, and cannot kite you through the full length of the bridge. Stand one step ahead of your carries when the enemy has hard engage, close enough to punish the diver but not so far forward that you get poked out before the fight starts. Your escape is usually forward pressure, not clean disengage. If caught in the middle of the lane, turning to run can expose you to every projectile. Sometimes the safer play is to hit the nearest champion or minion, force them to respect your damage, and walk out after they create distance. Use bushes and side walls to break target focus when your health drops and major tools are down. Never stand directly in front of your entire team against poke. Offset to one side of the minion wave so missed projectiles do not continue into your carries. Against heavy zone control, avoid fighting in the exact center, as traps, walls, ground effects, and slows are strongest when they cover the only path forward. Your best target is the high-value champion who cannot leave after you reach them, usually a marksman, artillery mage, enchanter, or reset assassin after mobility is down. Do not tunnel the tank unless the tank is the fight. Kill secure only when it keeps your momentum, as chasing a low-health support behind the enemy team can drag you away from the real threat. Snowball is strongest after the enemy has committed to a direction. Throw it when a carry steps up to poke, when a diver lands in your team, or when someone is forced into a narrow dodge path. Do not always take the second activation instantly. If the marked target retreats into five teammates, wait a beat and check whether your team can follow. Use Snowball as a bridge, not a full plan.

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Playstyle Guide

Playstyle / Team structure

Play guide

Olaf the Berserker must navigate ARAM: Mayhem fights with a clear understanding of his timing windows, positioning, and commit thresholds across each stage of the game. During levels 1 through 6, the priority is building lane presence without bleeding out. Start slightly behind front minions rather than in the open center, using side walls and brush to reduce angles against poke champions. The early trading rhythm centers on landing axes first and walking forward only when the target is slowed or separated, then resetting behind minions if the enemy backline turns. Do not chase every axe into five enemies. Snowball should be treated as a threat rather than an instant commit button; throw it when an enemy carry is already slowed, when poke damage is landing, or when a low-health target stands behind minions. Taking a bad Snowball early turns Olaf into free reset gold. Early augments should prioritize solving reach and survival problems, leaning toward durability, sustain, movement, haste, or anti-burst options over pure damage. Push when the enemy wave is low and your team can threaten the turret; stall when your team has weaker early fighting or the enemy has hard disengage. If ahead, stand closer to the front and force enemies to choose between losing wave control or fighting in a narrow space. If behind, stop taking long walks through poke, play from brush, and save Snowball for counter-engage on overstepping enemies. Reach level 6 with enough health to fight, as the ultimate shifts the job from small axe trades to identifying the priority target. From levels 7 through 11, Olaf forces messy fights on his terms. Position between the frontline and a side angle so enemies must split attention. The trading rhythm shifts to repeat pressure rather than one heroic dive: axe the same target, walk forward while slowed, hit once or twice if safe, then decide quickly whether to commit with ultimate or reset. Against poke teams, trade after they miss a key spell; against melee-heavy teams, let them engage first then turn with sustained damage. Snowball becomes the best window to bypass the front line and land on a champion the team can actually kill. If the mark lands but enemies form a trap, hold the recast and use the mark as pressure. Push after winning a fight or forcing enemies low; stall if ultimate, Snowball, or key defensive augments are unavailable. If ahead, start fights before enemies set up poke and make them spend peel early. If behind, play like a second wave of engage, entering after the first crowd control and burst spells are used. Decide who to kill in the next fight and commit to that target long enough to finish the job. In levels 12 and beyond, Olaf must end fights fast or protect the carry who can. Late game punishes bad entries, so stand just outside easy engage range and use the lane side to threaten a diagonal run at the backline. Small trades matter less unless they force a health advantage before an objective push; throw axes to zone carries and save health for the all-in. Late Snowball must be selective, used when the enemy carry steps past peel, when teammates have landed crowd control, or when a fight is unavoidable. If the mark lands into a trap, do not recast. Save late augments for decisive moments. Push hard after any won fight; stall when death timers are dangerous or the team is split. If ahead, choke the lane and make enemies fight before freely clearing.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Olaf the Berserker excels as a choke-point bully when ahead, demanding space and punishing enemies who must walk through him or surrender ground. His strength lies in forcing difficult choices: enemies either lose health to axes or step into all-in range. The key to maintaining a lead is discipline, using axes to chip away and holding one mobility tool in reserve rather than committing everything at once. This forces enemies to burn escapes into traps rather than kiting backward freely. When ahead, Olaf should stand slightly ahead of carries, trigger all-ins after enemies reveal escape paths, and avoid chasing kills past the enemy gate without team follow-up. Taking health pack areas and escorting waves creates a slow squeeze that forces enemies to respawn into pushed waves. Against heavy crowd control teams with low sustained damage, Olaf can absorb panic buttons and keep moving, though overestimating durability against untouched damage dealers will end badly even with defensive augments. Durability, healing, and reset-style augments cover Olaf's weakness of being kited during the run-in, but only if fights stay around minions and narrow terrain. Movement and Snowball augments should fix approaches rather than start blind engages, with marks landing on frontline overextensions or trapped carries rather than tanks. Olaf must peel for carries by threatening forward positions, turning to kill divers before re-engaging with numbers advantage. Even with low enemy health bars, Olaf without his ultimate or main defensive tools should posture aggressively without crossing the no-return line. The ahead fight pattern requires pushing with minion waves, tagging enemies to identify panic responses, committing on isolated targets with one mobility tool held back, and stopping after useful kills to reset and take space. When behind, Olaf's goal shifts from proving he can still dive to making enemies spend too much to kill him. He must create fights his team can actually enter rather than forcing engages from empty lanes. Standing near carries and throwing axes through waves provides cover and follow-up paths. Side positioning and short feints draw skillshots while durability augments absorb chip damage without losing all engage threat. Against stronger frontlines, Olaf should hit the closest target while angling axes toward backliners, forcing enemy tanks backward and removing safe pockets. Becoming the second engager after allies land crowd control or poke covers the behind-state weakness of starting fights from too far away. Mobility augments turn narrow windows into real opportunities when used after enemies spend dashes, while durability augments support front-to-back baiting and cooldown drawing. Without his ultimate or main all-in protection, Olaf must refuse deep fights, clear what he can, and punish only enemies who enter his half of the lane. Low enemy carries behind multiple allies require patience rather than desperate Snowball attempts that throw away the team's only pressure point. The behind fight pattern demands holding the line, trading health for cooldowns only when teammates can answer, committing second after enemy spells are used, taking the closest winning kill, and resetting after survival to make the next fight easier. The core discipline difference is that ahead Olaf demands space while behind Olaf manufactures panic through baiting and careful target selection.

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Champion Background

Lore / Identity / Text block

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Olaf the Berserker thrives in ARAM: Mayhem by turning low health into a power window rather than a signal to retreat. His passive, Berserker Rage, makes him increasingly dangerous as his health drops, rewarding sustained fighting over early disengagement. This mechanic transforms how Olaf approaches every engagement: when his W is ready, his axe is nearby, and enemies have already spent their burst, he can often win fights that appear lost on the health bar alone. The passive fundamentally changes target selection, favoring extended contact with champions who cannot instantly kite away or finish him through his sustain. Undertow, Olaf's Q, serves as his most critical button in Mayhem's constant front-to-back contact. The axe damages and slows enemies, then remains on the ground for pickup to reset the cooldown. This makes Q both a poke tool and a chase engine, though success requires throwing where enemies must walk rather than only where they currently stand. Shorter throws prove easier to retrieve and better for all-ins, while long throws risk leaving the axe behind enemy control. Missing Q before ulting creates severe consequences, as enemies can kite out his R window and force him to chase in a straight line. Tough It Out, Olaf's W, provides the defensive burst that lets him survive when enemies finally turn on him. The spell demands proper timing rather than aiming, and using it for light poke represents a common mistake. Olaf should hold W until damage is actually incoming, ideally when already hitting or about to hit a target. Pressing W too early announces his plan and gives enemies time to disengage. Reckless Swing, his E, delivers reliable targeted damage at a health cost if the target survives. This ability excels in Mayhem's chaotic melee piles, but Olaf must use it on targets his team can actually kill rather than automatically on the closest tank. Using E carelessly while being focused by multiple champions can finish him before his passive and W become relevant. Ragnarok, Olaf's ultimate, transforms him from a kiteable bruiser into a genuine backline threat by ignoring crowd control during its duration. This ability should answer real obstacles rather than being pressed simply because a fight started somewhere on the screen. The clean pattern involves landing Q before R when possible, then using the ultimate to ignore peel while maintaining contact through repeated axe throws. Enemies counter Ragnarok by disengaging, spreading out, using terrain and movement tools, or waiting to burst Olaf after he has crossed too much distance. A wasted R represents Olaf's biggest punish window, as enemies can reset and turn with crowd control after the threat passes.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Olaf wins Mayhem fights by turning small openings into forced brawls. Most bad Olaf games come from either missing the first few inputs, or choosing fights where his immunity and healing do not actually solve the problem. Mechanical mistakes often begin with axe placement. Throwing the axe past the target instead of where the fight will move causes lost chase pressure and slow uptime. The correct approach is aiming slightly behind the target's escape path or into narrow spaces they must traverse. If the axe lands dangerously, backing up and waiting for a safe re-entry angle beats walking into five enemies. Chasing axes into enemy territory after a trade turns sour is another trap. Axes should keep Olaf parallel with his team, not drag him behind enemy carries. If already overchased, turning sideways toward walls or minions forces enemies to spend resources finishing him while giving the team a cleaner punishment angle. Ragnarok timing defines successful Olaf engages. Using it before enemies commit crowd control lets them walk back, wait out the window, then control him afterward. Holding it too long means dying with the best tool unused, losing front-line pressure. The correct timing is entering a real kill zone, breaking a major disable, or committing onto a carry who cannot escape. Snowball misused as a panic button sends Olaf in alone against prepared enemies. Snowball should create routes to the backline, enable safe follow-up after allied engage, or dodge incoming poke. Bad Snowball entries require immediately shifting focus to the closest safe target and pulling the fight toward teammates. Target selection during all-ins matters significantly. Swapping targets constantly lets multiple enemies survive at low health while wasting Olaf's sticking power. The right target is an exposed carry, immobile damage dealer, or overextended bruiser. If damage was split badly, turning back to the enemy closest to teammates secures numbers advantage over chasing unreachable low-health champions. Basic attack uptime while spamming abilities determines actual threat. Moving and repositioning so much that attacks disappear during the strongest window reduces damage output. Weaving attacks whenever in range, then using axe and movement to maintain that range, maximizes kill pressure. Using defensive sustain after damage has already landed too late to matter wastes survival tools. Sustain should be used when about to take a committed trade and can keep hitting during it. Decision mistakes include starting fights when teammates cannot follow due to minion clearing, poke recovery, or terrain pressure. Olaf creates a fight only he plays, and enemies collapse then turn on the rest. Checking ally distance before committing prevents this isolation. Diving the backline when the enemy front line is the real win condition leaves carries vulnerable to enemy divers. Sometimes Olaf must hit enemy divers first to protect his backline rather than chasing peeled targets. Engaging at low health because extended combat favors Olaf often means dying before that combat extends. Using minions, brush, health packs, and allied engage timing to enter with sufficient health matters. Fighting into obvious disengage without follow-up wastes Olaf's pressure. Waiting for allied crowd control, missed enemy mobility, or Snowball connections that change distance creates real engage opportunities. Building without considering what stops Olaf in each lobby leads to exploding before healing matters or failing to threaten targets enough. Matching choices to enemy problems—more staying power against burst, more sticking power against kiting—prevents this. Ignoring enemy anti-heal and burst windows makes last stands disappear faster than expected. Tracking when enemies commit heavy damage and entering after key spells land on others preserves Olaf's effectiveness. Overvaluing kills while undervaluing space often loses larger fight structure.

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FAQ

Olaf

FAQ

Is Olaf a frontliner or a carry in ARAM: Mayhem? Olaf is both, but only if he gets to keep fighting. When your team has follow-up damage, start fights by walking with axes and force enemies to spend crowd control on you; if they cannot kite you after that, you become the carry. The tradeoff is that Olaf offers little protection for teammates, so a bad engage can leave your backline exposed. When should I go in as Olaf? Go in when an enemy carry steps past their frontline, misses a key peel spell, or gets tagged by your axe. Use Snowball or a flank angle if you need to cross open space, because running straight through poke usually costs too much health. If the enemy still has multiple slows, knockbacks, or disengage tools ready, wait and keep throwing axes until they waste something. How do I use Olaf’s ultimate well? Use it to break through the moment the enemy commits crowd control, not just because you feel like fighting. If you activate it too early, opponents can back away and let your window lose value; if you hold it too long, you may get chained before reaching the target. The best use is often after you have already drawn attention and know which carry you can actually stick to.

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