ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T5 Rank #169

Zeri ARAM Mayhem Build & Best Augments

Zeri role and playstyle: baseline role is AD, with a core identity built around teamfight utility and damage output. The kit should be evaluated around its main cooldowns and teamfight pattern. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Medium execution: success depends on consistent ability timing, positioning, and target choice. 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.

Zeri Zeri The Spark of Zaun Mage / Marksman
TierT5
Rank#169
Win Rate44.75%
Pick Rate0.42%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

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

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

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate37.38%
Pick Rate15.37%
#2
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

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

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

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

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

Win Rate38.59%
Pick Rate8.76%
#3
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

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

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

+25% Attack Speed +45 Move Speed

Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

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

Win Rate42.77%
Pick Rate4.31%

Situational itemstop 12

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

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

42.97%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

42.91%
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.

42.23%
Runaan's Hurricane Runaan's Hurricane Runaan's Hurricane
Total Price
2,650
Price
850

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

40.16%
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.

40.40%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

42.86%
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

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

43.56%
Fiendhunter Bolts Fiendhunter Bolts Fiendhunter Bolts
Total Price
2,650
Price
850

+45% Attack Speed +25% Critical Strike Chance +4% Move Speed Night Vigil Gain 30 Ultimate Ability Haste. Opening Barrage After casting your Ultimate, your next 3 basic attacks gain +50% Attack Speed and Critically Strike for 80% of your normal Critical Strike damage for 8 seconds. If an attack would already Critically Strike, instead it deals 15% bonus true damage.

47.51%
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.

44.51%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

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

44.36%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

38.89%
The Collector The Collector The Collector
Total Price
3,000
Price
525

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

44.56%

Starting items

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

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

43.91%
Rectrix Rectrix Rectrix
Total Price
775
Price
425

+15 Attack Damage +4% Move Speed

43.91%
Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

37.74%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

37.74%
B. F. Sword B. F. Sword B. F. Sword
Total Price
1,300
Price
1,300

+40 Attack Damage

36.39%

Core items

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

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

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate48.02%
Pick Rate12.89%
#2
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

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

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate50.28%
Pick Rate9.24%
#3
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

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

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate45.95%
Pick Rate4.20%

Situational itemstop 12

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.

45.90%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

47.41%
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

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

48.19%
Runaan's Hurricane Runaan's Hurricane Runaan's Hurricane
Total Price
2,650
Price
850

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

50.42%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

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

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

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

51.79%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

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

48.13%
Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

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

42.73%
Fiendhunter Bolts Fiendhunter Bolts Fiendhunter Bolts
Total Price
2,650
Price
850

+45% Attack Speed +25% Critical Strike Chance +4% Move Speed Night Vigil Gain 30 Ultimate Ability Haste. Opening Barrage After casting your Ultimate, your next 3 basic attacks gain +50% Attack Speed and Critically Strike for 80% of your normal Critical Strike damage for 8 seconds. If an attack would already Critically Strike, instead it deals 15% bonus true damage.

55.73%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

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

41.21%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

48.21%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

45.17%

Starting items

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

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

46.90%
Rectrix Rectrix Rectrix
Total Price
775
Price
425

+15 Attack Damage +4% Move Speed

46.90%
Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

48.24%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

48.24%
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.

48.43%
Hearthbound Axe Hearthbound Axe Hearthbound Axe
Total Price
1,200
Price
250

+20 Attack Damage +20% Attack Speed

48.43%

Core items

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

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

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

+25% Attack Speed +45 Move Speed

Fiendhunter Bolts Fiendhunter Bolts Fiendhunter Bolts
Total Price
2,650
Price
850

+45% Attack Speed +25% Critical Strike Chance +4% Move Speed Night Vigil Gain 30 Ultimate Ability Haste. Opening Barrage After casting your Ultimate, your next 3 basic attacks gain +50% Attack Speed and Critically Strike for 80% of your normal Critical Strike damage for 8 seconds. If an attack would already Critically Strike, instead it deals 15% bonus true damage.

Win Rate51.23%
Pick Rate14.21%
#2
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

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

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate49.48%
Pick Rate11.25%
#3
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

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

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate49.68%
Pick Rate6.03%

Situational itemstop 12

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

+25% Attack Speed +45 Move Speed

50.15%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

51.80%
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

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

50.07%
Runaan's Hurricane Runaan's Hurricane Runaan's Hurricane
Total Price
2,650
Price
850

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

50.71%
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

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

49.35%
Fiendhunter Bolts Fiendhunter Bolts Fiendhunter Bolts
Total Price
2,650
Price
850

+45% Attack Speed +25% Critical Strike Chance +4% Move Speed Night Vigil Gain 30 Ultimate Ability Haste. Opening Barrage After casting your Ultimate, your next 3 basic attacks gain +50% Attack Speed and Critically Strike for 80% of your normal Critical Strike damage for 8 seconds. If an attack would already Critically Strike, instead it deals 15% bonus true damage.

51.53%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

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

50.01%
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.

52.50%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

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

50.35%
Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.

52.16%
The Collector The Collector The Collector
Total Price
3,000
Price
525

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

47.37%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

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

51.26%

Starting items

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

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

50.31%
Rectrix Rectrix Rectrix
Total Price
775
Price
425

+15 Attack Damage +4% Move Speed

50.31%
B. F. Sword B. F. Sword B. F. Sword
Total Price
1,300
Price
1,300

+40 Attack Damage

50.08%
B. F. Sword B. F. Sword B. F. Sword
Total Price
1,300
Price
1,300

+40 Attack Damage

49.41%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

49.41%

Core items

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

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

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate47.16%
Pick Rate14.81%
#2
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

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

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate47.75%
Pick Rate9.34%
#3
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

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

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

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

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

Win Rate52.28%
Pick Rate5.30%

Situational itemstop 12

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

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

49.65%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

48.76%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

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

51.03%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

53.07%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

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

51.86%
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

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

47.56%
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

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

49.04%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

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

46.91%
Fiendhunter Bolts Fiendhunter Bolts Fiendhunter Bolts
Total Price
2,650
Price
850

+45% Attack Speed +25% Critical Strike Chance +4% Move Speed Night Vigil Gain 30 Ultimate Ability Haste. Opening Barrage After casting your Ultimate, your next 3 basic attacks gain +50% Attack Speed and Critically Strike for 80% of your normal Critical Strike damage for 8 seconds. If an attack would already Critically Strike, instead it deals 15% bonus true damage.

51.41%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

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

47.52%
The Collector The Collector The Collector
Total Price
3,000
Price
525

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

51.45%
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.

51.94%

Starting items

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

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

45.96%
Rectrix Rectrix Rectrix
Total Price
775
Price
425

+15 Attack Damage +4% Move Speed

45.96%
B. F. Sword B. F. Sword B. F. Sword
Total Price
1,300
Price
1,300

+40 Attack Damage

52.07%
Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

45.87%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

45.87%

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
51.23%
Pick Rate
6.81%
Games
851

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

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GoldT151.23%6.81%851
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
48.87%
Pick Rate
5.66%
Games
708

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

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GoldT148.87%5.66%708
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
48.14%
Pick Rate
17.89%
Games
2,237

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

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GoldT148.14%17.89%2,237
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
47.37%
Pick Rate
9.13%
Games
1,142

Gain 15% omnivamp .

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SilverT147.37%9.13%1,142
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
46.82%
Pick Rate
5.28%
Games
660

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

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GoldT146.82%5.28%660
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
46.56%
Pick Rate
15.46%
Games
1,933

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 .

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PrismaticT146.56%15.46%1,933
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
45.70%
Pick Rate
10.04%
Games
1,256

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.

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PrismaticT145.70%10.04%1,256
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
45.47%
Pick Rate
15.44%
Games
1,931

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

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GoldT145.47%15.44%1,931
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
45.36%
Pick Rate
6.89%
Games
862

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

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GoldT145.36%6.89%862
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
45.06%
Pick Rate
9.55%
Games
1,194

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) .

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SilverT145.06%9.55%1,194
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
44.39%
Pick Rate
9.05%
Games
1,131

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

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SilverT144.39%9.05%1,131
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
44.20%
Pick Rate
5.17%
Games
647

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

View augment details
SilverT144.20%5.17%647
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
44.07%
Pick Rate
7.28%
Games
910

Gain the Conqueror and Lethal Tempo keystone runes.

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PrismaticT144.07%7.28%910
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
43.79%
Pick Rate
21.46%
Games
2,683

Gain ( 200 / 100) bonus attack range.

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GoldT143.79%21.46%2,683
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
43.75%
Pick Rate
6.27%
Games
784

Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks).

View augment details
GoldT143.75%6.27%784
Master of Duality Master of Duality Master of Duality Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.72%
Pick Rate
6.62%
Games
828

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

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PrismaticT143.72%6.62%828
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
43.66%
Pick Rate
8.83%
Games
1,104

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.

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GoldT143.66%8.83%1,104
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
43.65%
Pick Rate
7.37%
Games
921

Gain ( 75 / 50) bonus attack range.

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SilverT143.65%7.37%921
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
43.62%
Pick Rate
5.08%
Games
635

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

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SilverT143.62%5.08%635
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
43.16%
Pick Rate
9.12%
Games
1,140

Gain ( 250 / 150) bonus attack range.

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PrismaticT143.16%9.12%1,140
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
42.87%
Pick Rate
14.92%
Games
1,866

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

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SilverT142.87%14.92%1,866
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
42.38%
Pick Rate
13.06%
Games
1,633

Grants 60% bonus attack speed .

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SilverT142.38%13.06%1,633
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
42.05%
Pick Rate
10.16%
Games
1,270

Grants 18% armor penetration and magic penetration .

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GoldT142.05%10.16%1,270
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
41.76%
Pick Rate
14.12%
Games
1,765

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.

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GoldT141.76%14.12%1,765
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
41.23%
Pick Rate
12.45%
Games
1,557

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.

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GoldT141.23%12.45%1,557
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
40.76%
Pick Rate
8.18%
Games
1,023

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.

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GoldT140.76%8.18%1,023
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
40.11%
Pick Rate
9.91%
Games
1,239

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.

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PrismaticT140.11%9.91%1,239
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
34.29%
Pick Rate
5.32%
Games
665

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

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GoldT134.29%5.32%665
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
51.54%
Pick Rate
1.04%
Games
130

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

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GoldT251.54%1.04%130
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
51.32%
Pick Rate
3.94%
Games
493

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

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SilverT251.32%3.94%493
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
50.53%
Pick Rate
2.26%
Games
283

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

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GoldT250.53%2.26%283
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
49.10%
Pick Rate
2.67%
Games
334

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

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GoldT249.10%2.67%334
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
49.01%
Pick Rate
2.02%
Games
253

Gain 1750 upon acquiring this augment.

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GoldT249.01%2.02%253
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
48.99%
Pick Rate
1.19%
Games
149

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
SilverT248.99%1.19%149
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
48.94%
Pick Rate
1.50%
Games
188

Gain 2 Stat Anvils .

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SilverT248.94%1.50%188
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
48.89%
Pick Rate
1.08%
Games
135

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

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GoldT248.89%1.08%135
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
48.75%
Pick Rate
2.23%
Games
279

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

View augment details
PrismaticT248.75%2.23%279
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
47.84%
Pick Rate
2.78%
Games
347

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

View augment details
SilverT247.84%2.78%347
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
47.73%
Pick Rate
1.41%
Games
176

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

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GoldT247.73%1.41%176
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
47.00%
Pick Rate
3.06%
Games
383

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

View augment details
GoldT247.00%3.06%383
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.15%
Pick Rate
1.14%
Games
143

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
PrismaticT246.15%1.14%143
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
45.64%
Pick Rate
1.56%
Games
195

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

View augment details
PrismaticT245.64%1.56%195
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
45.10%
Pick Rate
2.70%
Games
337

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
GoldT245.10%2.70%337
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
44.58%
Pick Rate
3.32%
Games
415

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

View augment details
GoldT244.58%3.32%415
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
44.17%
Pick Rate
1.30%
Games
163

Gain 50 bonus movement speed and 40% slow resist .

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SilverT244.17%1.30%163
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
43.85%
Pick Rate
1.04%
Games
130

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

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SilverT243.85%1.04%130
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.65%
Pick Rate
2.02%
Games
252

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

View augment details
PrismaticT243.65%2.02%252
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
42.89%
Pick Rate
3.32%
Games
415

Grants 50% critical strike chance .

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GoldT242.89%3.32%415
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
42.23%
Pick Rate
4.01%
Games
502

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

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PrismaticT242.23%4.01%502
Upgrade Sheen Upgrade Sheen Upgrade Sheen Gold
Rarity
Gold
Tier
T4
Win Rate
42.20%
Pick Rate
3.28%
Games
410

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

View augment details
GoldT242.20%3.28%410
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
41.28%
Pick Rate
1.88%
Games
235

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

View augment details
GoldT241.28%1.88%235
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
41.18%
Pick Rate
1.63%
Games
204

Increases attack damage by 20% .

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SilverT241.18%1.63%204
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
41.18%
Pick Rate
1.36%
Games
170

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
GoldT241.18%1.36%170
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
40.99%
Pick Rate
1.29%
Games
161

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

View augment details
GoldT240.99%1.29%161
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
40.96%
Pick Rate
2.34%
Games
293

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
GoldT240.96%2.34%293
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
39.13%
Pick Rate
1.10%
Games
138

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
PrismaticT239.13%1.10%138
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
39.01%
Pick Rate
1.13%
Games
141

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

View augment details
GoldT239.01%1.13%141
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
36.36%
Pick Rate
1.23%
Games
154

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
GoldT236.36%1.23%154
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
36.20%
Pick Rate
1.30%
Games
163

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
GoldT236.20%1.30%163
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
54.00%
Pick Rate
0.80%
Games
100

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
SilverT354.00%0.80%100
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
53.77%
Pick Rate
0.85%
Games
106

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
SilverT353.77%0.85%106
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.73%
Pick Rate
0.54%
Games
67

Grants 3 random Dragon Souls .

View augment details
PrismaticT353.73%0.54%67
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.28%
Pick Rate
0.62%
Games
78

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

View augment details
PrismaticT351.28%0.62%78
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
50.67%
Pick Rate
0.60%
Games
75

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
GoldT350.67%0.60%75
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
50.00%
Pick Rate
0.50%
Games
62

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
GoldT350.00%0.50%62
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
48.65%
Pick Rate
0.89%
Games
111

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT348.65%0.89%111
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
48.51%
Pick Rate
0.81%
Games
101

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
GoldT348.51%0.81%101
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
48.44%
Pick Rate
0.51%
Games
64

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
GoldT348.44%0.51%64
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.44%
Pick Rate
0.51%
Games
64

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

View augment details
PrismaticT348.44%0.51%64
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
48.21%
Pick Rate
0.90%
Games
112

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
PrismaticT348.21%0.90%112
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
48.05%
Pick Rate
0.62%
Games
77

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

View augment details
SilverT348.05%0.62%77
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.96%
Pick Rate
0.78%
Games
98

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
PrismaticT347.96%0.78%98
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.30%
Pick Rate
0.59%
Games
74

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

View augment details
PrismaticT347.30%0.59%74
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.91%
Pick Rate
0.65%
Games
81

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

View augment details
PrismaticT346.91%0.65%81
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
45.38%
Pick Rate
0.95%
Games
119

Grants 60 ability haste .

View augment details
GoldT345.38%0.95%119
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
45.36%
Pick Rate
0.78%
Games
97

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

View augment details
SilverT345.36%0.78%97
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.68%
Pick Rate
0.75%
Games
94

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

View augment details
PrismaticT344.68%0.75%94
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
44.44%
Pick Rate
0.65%
Games
81

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

View augment details
GoldT344.44%0.65%81
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
44.35%
Pick Rate
0.92%
Games
115

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

View augment details
SilverT344.35%0.92%115
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
43.68%
Pick Rate
0.70%
Games
87

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

View augment details
SilverT343.68%0.70%87
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
42.31%
Pick Rate
0.83%
Games
104

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
GoldT342.31%0.83%104
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
41.98%
Pick Rate
0.65%
Games
81

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

View augment details
SilverT341.98%0.65%81
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
41.03%
Pick Rate
0.62%
Games
78

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
GoldT341.03%0.62%78
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
40.91%
Pick Rate
0.70%
Games
88

After dashing , blinking , or exiting stealth , gain 300 bonus movement speed for 2 seconds.

View augment details
SilverT340.91%0.70%88
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.79%
Pick Rate
0.61%
Games
76

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

View augment details
PrismaticT340.79%0.61%76
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
40.23%
Pick Rate
0.70%
Games
87

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

View augment details
GoldT340.23%0.70%87
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
39.78%
Pick Rate
0.74%
Games
93

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
GoldT339.78%0.74%93
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
39.53%
Pick Rate
0.69%
Games
86

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
GoldT339.53%0.69%86
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
39.39%
Pick Rate
0.79%
Games
99

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

View augment details
SilverT339.39%0.79%99
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
39.25%
Pick Rate
0.86%
Games
107

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

View augment details
PrismaticT339.25%0.86%107
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
39.22%
Pick Rate
0.82%
Games
102

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
PrismaticT339.22%0.82%102
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
37.70%
Pick Rate
0.49%
Games
61

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
GoldT337.70%0.49%61
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
37.66%
Pick Rate
0.62%
Games
77

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT337.66%0.62%77
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
36.00%
Pick Rate
0.60%
Games
75

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT336.00%0.60%75
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
35.35%
Pick Rate
0.79%
Games
99

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

View augment details
PrismaticT335.35%0.79%99
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
35.00%
Pick Rate
0.80%
Games
100

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

View augment details
GoldT335.00%0.80%100
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
34.91%
Pick Rate
0.85%
Games
106

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

View augment details
GoldT334.91%0.85%106
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
34.18%
Pick Rate
0.63%
Games
79

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

View augment details
GoldT334.18%0.63%79
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
23.73%
Pick Rate
0.47%
Games
59

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
GoldT323.73%0.47%59
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
50.98%
Pick Rate
0.41%
Games
51

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

View augment details
GoldT450.98%0.41%51
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.98%
Pick Rate
0.41%
Games
51

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

View augment details
PrismaticT450.98%0.41%51

Zeri Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

Priority: R > Q > E > W

RWQE

W Augments (Rare): R > W > Q > E or R > Q > W > E

RQWE

W Augments (Rare): R > W > Q > E or R > Q > W > E

RQEW

Max Q first.

Zeri Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Zeri counters these champions in ARAM: Mayhem.

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

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

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

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

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

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

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

Read counter details

Countered By

5

Zeri is countered by these champions in ARAM: Mayhem.

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

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

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

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

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

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

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

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

Nautilus Nautilus Nautilus T3
Tier
T3
Rank
#73
Win Rate
50.39%
Pick Rate
0.83%

Nautilus is a frontline engage tank who turns one good catch into a full team fight. His identity is simple: walk up with threat, hook the target that steps too far forward, then layer crowd control so your carries can finish the job. His signature pattern is hook, lock down, and stand in the way. If an enemy carry mispositions, Nautilus can start the fight immediately. If your team is being dived, he can peel just as well by anchoring himself between the threat and his backline. In ARAM: Mayhem, the constant brawling makes Nautilus feel very natural. There is less time to play slow lane games and more value in forcing clean all-ins, protecting damaged allies, and punishing anyone who uses mobility too early. He is entry-level friendly because his job is clear, but good Nautilus players win by choosing the right target instead of throwing every hook on cooldown. View champion guide

Read counter details

Zeri Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Nami Nami Nami T3
Tier
T3
Rank
#63
Win Rate
50.13%
Pick Rate
0.53%

Nami is a backline enchanter who wins fights by keeping allies moving, healthy, and hard to chase. Her core pattern is simple: buff the teammate who is ready to trade, look for a clean Bubble on enemies already slowed or committed, then use her wave to start a fight or peel one off. In ARAM: Mayhem, Nami is less about sitting safely and more about reacting fast to constant engages, Snowball threats, and augment-powered burst. She shines when your team has divers, marksmen, or poke champions who can use her speed and sustain to take repeated short fights. If she misses crowd control or steps too far forward, she gets punished quickly, so play near your carries, hold spells for real commits, and let enemy aggression walk into your setup. View champion guide

Zeri Zeri Zeri T5
Tier
T5
Rank
#169
Win Rate
44.75%
Pick Rate
0.42%

Zeri The Spark of Zaun Zeri is a high-mobility marksman who plays like a racing car with a gun attached. Instead of clicking enemies to attack, she fires in whatever direction she's moving, turning her basic attack into a skillshot that pierces through targets. Her identity revolves around flow: you kite, you dash, you build up charge, and then you pop your ultimate to become an uncatchable lightning storm. In standard modes, Zeri demands precise mechanics and good spacing to survive. In ARAM: Mayhem, she transforms into a late-game raid boss who can legitimately 1v5 if she reaches her power spike. The single-lane format removes her biggest weakness—getting flanked—since almost all fights happen in front of her. Combined with the mode's accelerated gold and experience gain, Zeri hits her item spikes faster than she ever would on Summoner's Rift, turning her from a scaling project into a mid-game menace. Her signature pattern is the "charged dash." Every few seconds, Zeri gains a powerful dash that deals bonus damage based on the target's missing health. In Mayhem's constant teamfights, this dash is always relevant. You use it to reposition, to chase kills, or to dodge the high-impact abilities that define this mode. When her ultimate is active, every dash becomes faster and more frequent, creating a snowball effect where kills lead to more mobility, which leads to more kills. What changes most in Mayhem is her margin for error. The mode's damage amplification means Zeri can delete squishies in seconds, but she also dies faster if caught. Her poke with her Q is more valuable because enemies can't easily sidestep in a crowded lane, and her ultimate's chain lightning effect hits clusters of champions for massive damage. She thrives in the chaos, using the clutter of abilities and bodies to slip through fights and pick off targets who overextend. Play Zeri if you want an ADC who feels active and aggressive rather than passive and stationary. She rewards players who stay calm under pressure, track their dash cooldowns, and know when to commit to a fight versus when to kite backward. In Mayhem, she's one of the most satisfying carries to pilot because the mode amplifies everything that makes her fun: speed, damage, and the ability to turn a losing fight into a winning one with a well-timed ultimate. View champion guide

Synergy Mechanism: Nami's E (Tidecaller's Blessing) empowers Zeri's basic attacks and abilities with slow and burn effects. Since Zeri constantly fires projectiles during her ultimate, she consumes Nami's buff almost instantly, applying a perma-slow to anyone she touches. Nami's passive also gives Zeri bonus movement speed whenever she gets healed or bubbled, helping Zeri maintain her overflow state. Combo: Nami lands a Q (Aqua Prison) on a target. Zeri follows with a fully charged Q to burst them. Nami casts E on Zeri before Zeri activates her ultimate, turning Zeri's machine-gun fire into a slowing, damage-amping nightmare. Best Scenario: Zeri pops her ultimate while buffed by Nami's E. She becomes impossible to outrun, slowing the entire enemy team while healing off the damage. Enemy Answer: Enemies must dodge Nami's Q at all costs. If they avoid the bubble, they can trade back damage before Zeri gets the speed boost. Failure Risk: If Nami misses her bubble, Zeri has no setup and must kite backwards. Nami is also squishy; if she gets caught, Zeri loses her safety net. Recovery: Nami uses her R (Tidal Wave) as a disengage tool. Zeri uses her E (Sparkle Surge) to dash over terrain and wait for cooldowns.

Leona (High Value)

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

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

Zeri Zeri Zeri T5
Tier
T5
Rank
#169
Win Rate
44.75%
Pick Rate
0.42%

Zeri The Spark of Zaun Zeri is a high-mobility marksman who plays like a racing car with a gun attached. Instead of clicking enemies to attack, she fires in whatever direction she's moving, turning her basic attack into a skillshot that pierces through targets. Her identity revolves around flow: you kite, you dash, you build up charge, and then you pop your ultimate to become an uncatchable lightning storm. In standard modes, Zeri demands precise mechanics and good spacing to survive. In ARAM: Mayhem, she transforms into a late-game raid boss who can legitimately 1v5 if she reaches her power spike. The single-lane format removes her biggest weakness—getting flanked—since almost all fights happen in front of her. Combined with the mode's accelerated gold and experience gain, Zeri hits her item spikes faster than she ever would on Summoner's Rift, turning her from a scaling project into a mid-game menace. Her signature pattern is the "charged dash." Every few seconds, Zeri gains a powerful dash that deals bonus damage based on the target's missing health. In Mayhem's constant teamfights, this dash is always relevant. You use it to reposition, to chase kills, or to dodge the high-impact abilities that define this mode. When her ultimate is active, every dash becomes faster and more frequent, creating a snowball effect where kills lead to more mobility, which leads to more kills. What changes most in Mayhem is her margin for error. The mode's damage amplification means Zeri can delete squishies in seconds, but she also dies faster if caught. Her poke with her Q is more valuable because enemies can't easily sidestep in a crowded lane, and her ultimate's chain lightning effect hits clusters of champions for massive damage. She thrives in the chaos, using the clutter of abilities and bodies to slip through fights and pick off targets who overextend. Play Zeri if you want an ADC who feels active and aggressive rather than passive and stationary. She rewards players who stay calm under pressure, track their dash cooldowns, and know when to commit to a fight versus when to kite backward. In Mayhem, she's one of the most satisfying carries to pilot because the mode amplifies everything that makes her fun: speed, damage, and the ability to turn a losing fight into a winning one with a well-timed ultimate. View champion guide

Synergy Mechanism: Leona provides the point-and-click lockdown that Zeri desperately needs to land her fully charged Q and R burst. Leona's passive also marks targets, and while Zeri doesn't pop the mark herself, the extra damage window from Leona's abilities makes Zeri's burst lethal. Combo: Leona lands E (Zenith Blade) into Q (Shield of Daybreak). Zeri fires a fully charged Q into the stunned target, then presses R to chain the kill onto nearby enemies. Best Scenario: Leona engages on a squishy target in a choke point. Zeri follows with her ultimate, using the target as a spark to chain lightning to the rest of the team. Enemy Answer: The enemy team can focus Leona down instantly if she engages too deep without follow-up. They can also use QSS or Cleanse to break the stun and dash away. Failure Risk: If Leona engages and Zeri is too far back to follow up, Leona dies for nothing. Zeri then has no frontline. Recovery: Leona uses her R (Solar Flare) to stun the enemy backline if her initial engage fails. Zeri uses the chaos to reposition and look for a reset.

Lulu (Medium-High Value)

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

Zeri Zeri Zeri T5
Tier
T5
Rank
#169
Win Rate
44.75%
Pick Rate
0.42%

Zeri The Spark of Zaun Zeri is a high-mobility marksman who plays like a racing car with a gun attached. Instead of clicking enemies to attack, she fires in whatever direction she's moving, turning her basic attack into a skillshot that pierces through targets. Her identity revolves around flow: you kite, you dash, you build up charge, and then you pop your ultimate to become an uncatchable lightning storm. In standard modes, Zeri demands precise mechanics and good spacing to survive. In ARAM: Mayhem, she transforms into a late-game raid boss who can legitimately 1v5 if she reaches her power spike. The single-lane format removes her biggest weakness—getting flanked—since almost all fights happen in front of her. Combined with the mode's accelerated gold and experience gain, Zeri hits her item spikes faster than she ever would on Summoner's Rift, turning her from a scaling project into a mid-game menace. Her signature pattern is the "charged dash." Every few seconds, Zeri gains a powerful dash that deals bonus damage based on the target's missing health. In Mayhem's constant teamfights, this dash is always relevant. You use it to reposition, to chase kills, or to dodge the high-impact abilities that define this mode. When her ultimate is active, every dash becomes faster and more frequent, creating a snowball effect where kills lead to more mobility, which leads to more kills. What changes most in Mayhem is her margin for error. The mode's damage amplification means Zeri can delete squishies in seconds, but she also dies faster if caught. Her poke with her Q is more valuable because enemies can't easily sidestep in a crowded lane, and her ultimate's chain lightning effect hits clusters of champions for massive damage. She thrives in the chaos, using the clutter of abilities and bodies to slip through fights and pick off targets who overextend. Play Zeri if you want an ADC who feels active and aggressive rather than passive and stationary. She rewards players who stay calm under pressure, track their dash cooldowns, and know when to commit to a fight versus when to kite backward. In Mayhem, she's one of the most satisfying carries to pilot because the mode amplifies everything that makes her fun: speed, damage, and the ability to turn a losing fight into a winning one with a well-timed ultimate. View champion guide

Synergy Mechanism: Lulu is the ultimate bodyguard. Her W (Whimsy) stops divers in their tracks, and her R (Wild Growth) gives Zeri a massive health buffer and knockup. In Mayhem, where burst damage is high, Lulu's R is often the only thing keeping Zeri alive through the initial burst. Combo: An assassin dives Zeri. Lulu uses W on the assassin to neutralize them, then R on Zeri to knockup nearby threats. Zeri kites backward while firing, using the extra health to survive the burst. Best Scenario: Zeri is in her ultimate overflow state. Lulu shields her and speeds her up, making Zeri uncatchable and unkillable simultaneously. Enemy Answer: Enemies with heavy burst can try to kill Zeri through the shield before Lulu reacts. Anti-shield items like Serpent's Fang also reduce Lulu's effectiveness. Failure Risk: If Lulu uses her W offensively on an enemy instead of saving it for peel, Zeri has no escape from the next assassin jump. Recovery: Lulu uses Q to slow the enemy team. Zeri uses her E to dash to safety and reset her approach.

Ornn (Medium Value)

Ornn Ornn Ornn T3
Tier
T3
Rank
#85
Win Rate
49.54%
Pick Rate
0.57%

Ornn is a frontline tank who starts fights, soaks pressure, and turns narrow bridge space into a trap. His signature pattern is simple: slow the enemy approach, look for a knock-up angle, then punish anyone who stays too close after the engage. In ARAM: Mayhem, Ornn likes the constant brawling because teams group often and terrain pressure matters more. He is not a fast poke champion, so play around clean engages, follow-up crowd control, and durable builds that let you survive the first burst. If your team needs someone to walk forward first, Ornn is usually happy to take that job. View champion guide

Zeri Zeri Zeri T5
Tier
T5
Rank
#169
Win Rate
44.75%
Pick Rate
0.42%

Zeri The Spark of Zaun Zeri is a high-mobility marksman who plays like a racing car with a gun attached. Instead of clicking enemies to attack, she fires in whatever direction she's moving, turning her basic attack into a skillshot that pierces through targets. Her identity revolves around flow: you kite, you dash, you build up charge, and then you pop your ultimate to become an uncatchable lightning storm. In standard modes, Zeri demands precise mechanics and good spacing to survive. In ARAM: Mayhem, she transforms into a late-game raid boss who can legitimately 1v5 if she reaches her power spike. The single-lane format removes her biggest weakness—getting flanked—since almost all fights happen in front of her. Combined with the mode's accelerated gold and experience gain, Zeri hits her item spikes faster than she ever would on Summoner's Rift, turning her from a scaling project into a mid-game menace. Her signature pattern is the "charged dash." Every few seconds, Zeri gains a powerful dash that deals bonus damage based on the target's missing health. In Mayhem's constant teamfights, this dash is always relevant. You use it to reposition, to chase kills, or to dodge the high-impact abilities that define this mode. When her ultimate is active, every dash becomes faster and more frequent, creating a snowball effect where kills lead to more mobility, which leads to more kills. What changes most in Mayhem is her margin for error. The mode's damage amplification means Zeri can delete squishies in seconds, but she also dies faster if caught. Her poke with her Q is more valuable because enemies can't easily sidestep in a crowded lane, and her ultimate's chain lightning effect hits clusters of champions for massive damage. She thrives in the chaos, using the clutter of abilities and bodies to slip through fights and pick off targets who overextend. Play Zeri if you want an ADC who feels active and aggressive rather than passive and stationary. She rewards players who stay calm under pressure, track their dash cooldowns, and know when to commit to a fight versus when to kite backward. In Mayhem, she's one of the most satisfying carries to pilot because the mode amplifies everything that makes her fun: speed, damage, and the ability to turn a losing fight into a winning one with a well-timed ultimate. View champion guide

Synergy Mechanism: Ornn creates "Brittle" targets. Zeri's high-frequency attacks can easily proc the Brittle status for bonus damage. Ornn also provides a massive knockup with his R, which sets up Zeri's ultimate perfectly. Combo: Ornn lands R (Call of the Forge God). As the enemy team gets knocked up, Zeri fires her R into the cluster, proccing Brittle on multiple targets for massive AoE damage. Best Scenario: A chaotic team fight in a narrow corridor. Ornn's R becomes inescapable, and Zeri's lightning chains to everyone caught in the knockup. Enemy Answer: Enemies can side-step Ornn's R if they have good mobility. If Ornn misses his setup, Zeri has to play passively. Failure Risk: Ornn is a tank without much damage. If he misses his CC, he offers little threat, and enemies can ignore him to dive Zeri. Recovery: Ornn uses his Q to create a terrain pillar, blocking the path. Zeri uses her E to dash over the pillar, creating distance while the enemy is stuck.

Senna (Medium Value)

Senna Senna Senna T3
Tier
T3
Rank
#82
Win Rate
49.52%
Pick Rate
1.15%

Senna the Redeemer is a long-range marksman support who wins by poking, healing, and scaling through extended fights. She is not a pure front-to-back damage bot early; she wants space, clean angles, and teammates who can stand between her and hard engage. Her signature pattern is simple: tag enemies from range, heal allies through the same trading rhythm, then punish low-health targets when they overstay. In ARAM: Mayhem, that pattern gets sharper because fights happen constantly and the lane is cramped. Senna can farm value from repeated skirmishes, but she is also easier to dive if she walks up without cover. Play patient, use your range before committing, and let augments or team needs decide whether you lean harder into damage, utility, or safer backline play. View champion guide

Zeri Zeri Zeri T5
Tier
T5
Rank
#169
Win Rate
44.75%
Pick Rate
0.42%

Zeri The Spark of Zaun Zeri is a high-mobility marksman who plays like a racing car with a gun attached. Instead of clicking enemies to attack, she fires in whatever direction she's moving, turning her basic attack into a skillshot that pierces through targets. Her identity revolves around flow: you kite, you dash, you build up charge, and then you pop your ultimate to become an uncatchable lightning storm. In standard modes, Zeri demands precise mechanics and good spacing to survive. In ARAM: Mayhem, she transforms into a late-game raid boss who can legitimately 1v5 if she reaches her power spike. The single-lane format removes her biggest weakness—getting flanked—since almost all fights happen in front of her. Combined with the mode's accelerated gold and experience gain, Zeri hits her item spikes faster than she ever would on Summoner's Rift, turning her from a scaling project into a mid-game menace. Her signature pattern is the "charged dash." Every few seconds, Zeri gains a powerful dash that deals bonus damage based on the target's missing health. In Mayhem's constant teamfights, this dash is always relevant. You use it to reposition, to chase kills, or to dodge the high-impact abilities that define this mode. When her ultimate is active, every dash becomes faster and more frequent, creating a snowball effect where kills lead to more mobility, which leads to more kills. What changes most in Mayhem is her margin for error. The mode's damage amplification means Zeri can delete squishies in seconds, but she also dies faster if caught. Her poke with her Q is more valuable because enemies can't easily sidestep in a crowded lane, and her ultimate's chain lightning effect hits clusters of champions for massive damage. She thrives in the chaos, using the clutter of abilities and bodies to slip through fights and pick off targets who overextend. Play Zeri if you want an ADC who feels active and aggressive rather than passive and stationary. She rewards players who stay calm under pressure, track their dash cooldowns, and know when to commit to a fight versus when to kite backward. In Mayhem, she's one of the most satisfying carries to pilot because the mode amplifies everything that makes her fun: speed, damage, and the ability to turn a losing fight into a winning one with a well-timed ultimate. View champion guide

Synergy Mechanism: Senna offers long-range poke and healing. She can play a supporting marksman role, poking enemies down so Zeri can safely execute them with R. Her R also provides a global shield, saving Zeri from across the map. Combo: Senna pokes the enemy down. Zeri looks for a low-health target to start her R chain. Senna uses W (Last Embrace) to root enemies trying to flank Zeri. Best Scenario: A poke war where Senna softens the enemy. Zeri uses her mobility to dodge return fire, then dives in to clean up with her ultimate. Enemy Answer: Hard engage teams can run down both Senna and Zeri before they get a chance to poke. They lack a true tank to block the path. Failure Risk: This duo is very squishy. If the enemy has a strong frontline, Senna and Zeri might get run over before they can stack their passives. Recovery: Senna uses her E to turn the duo into shadows, granting movement speed and camouflage to escape. Zeri uses the stealth to reposition for a counter-attack. Team Functions Zeri Needs

Zeri cannot be the one starting the fight. She needs a primary engager like Leona, Ornn, or Malphite to absorb the initial burst and cluster the enemy team. Without this, she spends the whole game kiting backward and never gets to use her full damage potential.

Nami Nami Nami T3
Tier
T3
Rank
#63
Win Rate
50.13%
Pick Rate
0.53%

Nami is a backline enchanter who wins fights by keeping allies moving, healthy, and hard to chase. Her core pattern is simple: buff the teammate who is ready to trade, look for a clean Bubble on enemies already slowed or committed, then use her wave to start a fight or peel one off. In ARAM: Mayhem, Nami is less about sitting safely and more about reacting fast to constant engages, Snowball threats, and augment-powered burst. She shines when your team has divers, marksmen, or poke champions who can use her speed and sustain to take repeated short fights. If she misses crowd control or steps too far forward, she gets punished quickly, so play near your carries, hold spells for real commits, and let enemy aggression walk into your setup. View champion guide

Nami (High Value)

Nami's E (Tidecaller's Blessing) empowers Zeri's basic attacks and abilities with slow and burn effects. Since Zeri constantly fires projectiles during her ultimate, she consumes Nami's buff almost instantly, applying a perma-slow to anyone she touches. Nami's passive also gives Zeri bonus movement speed whenever she gets healed or bubbled, helping Zeri maintain her overflow state.

Zeri ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Early Game TempoZeri is a scaling marksman who struggles early, demanding careful spacing and patience while waiting for items to come online.Accelerated gold generation eliminates her weak early game, allowing her to hit power spikes minutes faster and hunt for resets immediately.Do not play passively early; fight for control from level three to utilize your accelerated power spike.
Ultimate UsagePlayers typically save the ultimate for all-in fights or to survive enemy dives, waiting for the perfect moment.Cooldown reduction and frequent fights encourage aggressive use; pop it to chain kills and stack move speed whenever an opportunity arises.Use your ultimate aggressively to win small skirmishes rather than hoarding it for the perfect moment.
Snowball UsageSnowball is primarily a tool for repositioning or escaping bad spots, as dying means losing stacks and tempo.Shorter respawn timers and high gold income allow you to use Snowball aggressively to engage squishy targets and force trades.Use Snowball as a starter to create chaos rather than just keeping it as a safety net.
Teamfight SpacingZeri kites in wide circles around the frontline, maintaining maximum range to stay safe from enemy engage tools.Wide kiting puts you in the path of frequent abilities; fight in tighter bursts and use E to break line of sight completely.Break line of sight with your dash instead of kiting in wide circles at maximum range.
Build PrioritiesBuilds often include defensive options like Guardian Angel or Sterak's Gage as third or fourth items to survive burst.Damage scaling outpaces resistances, making it better to skip early defense and double down on damage and lifesteal instead.Skip defensive items; survive by killing enemies faster and lifestealing through the incoming damage.

Champion Analysis

Role / Current performance

Overview

Zeri The Spark of Zaun functions as a highly mobile ranged marksman in ARAM: Mayhem, combining electrical charging mechanics with agile repositioning to create a distinctive playstyle centered on sustained damage and battlefield mobility. Her core identity revolves around three interconnected elements: ranged marksmanship, electrical charging, and agile mobility. The mode's dramatically reduced cooldowns transform her into one of the most mobile ranged marksmen available, allowing her to unleash electrical attacks and vault over obstacles with unprecedented frequency. Her passive ability, Living Battery, forms the foundation of her gameplay pattern. Zeri generates electrical charges through movement, and when fully charged, her next ability becomes enhanced. The frequent movement enabled by Hextech Mayhem's mechanics allows for rapid charging, creating a cycle where mobility directly fuels her combat effectiveness. This creates a strategic incentive for players to maintain constant motion rather than stationary positioning. Burst Fire serves as her primary damage tool, firing continuous electrical barrages that deliver sustained damage output. The ability's frequent use in this mode transforms it into a reliable source of ongoing pressure. Spark Surge functions as her core mobility tool, allowing her to vault over obstacles while gaining charges. The frequent availability of this ability enables flexible repositioning, giving her significant advantages in positioning during extended fights. Laser Fire provides additional utility as a laser beam used for poking and chasing enemies. Lightning Crash represents Zeri's signature move and a significant power spike. The ultimate grants her a shield and movement speed while transforming Burst Fire into a super long-range chain lightning attack. In Hextech Mayhem, this transformation causes her damage output to surge dramatically, enabling safe poke against the enemy team from positions that would otherwise be unsafe for a marksman. Her strategic value lies in combining sustained electrical damage with exceptional repositioning tools. The interplay between Living Battery's charge mechanic and her movement-dependent playstyle creates a champion who rewards active, mobile gameplay rather than passive positioning. Players can leverage her obstacle-vaulting mobility to access angles and positions unavailable to most ranged champions, while her ultimate's combination of defensive utility through shielding and offensive pressure through chain lightning allows her to contribute meaningfully in extended team fights. Her recommended builds focus on attack speed and critical strike to maximize both damage output and mobility, reinforcing her identity as a high-mobility electrical marksman who thrives on constant motion and sustained pressure.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Zeri thrives in Mayhem ARAM because the constant fighting lets her stack passive movement speed quickly. The early game goal is to survive until she has her ultimate and a few components. Do not force trades early against heavy poke champions like Lux or Xerath, as losing the health war and dying early ruins gold efficiency. Use the side bushes to break line of sight and farm with Q from the brush edge to minimize visibility. The two side terrain pieces near the towers are essential for dashing through, providing a brief window of untargetability and instant repositioning. Mark/Dash is the primary engage tool, but Zeri is not the initiator. Wait for the frontline to engage or for enemies to overstep. Landing a Snowball on a squishy target does not always require an immediate dash; sometimes the threat alone forces retreat. Only commit the Snowball dash if the enemy has used key crowd control. Ideally, engage right after hitting R, as the overflow electric damage and chain lightning make follow-up deadlier. When the enemy team is sieging, launch Snowball from the side brush to force the enemy ADC to split focus. When enemies dive, kite backward rather than standing to fight. Save E for the moment the diver commits, dashing sideways or through a wall. If dived while R is active, just run, as chain lightning still damages chasing enemies. Do not turn to auto-attack when low, since movement speed decay is punishing when stopping. Staying alive for extra seconds usually deals more total damage than dying while trying to burst. The narrow ARAM lane makes Q hard to dodge but also makes skill-shot crowd control difficult to avoid. Play the zig-zag movement pattern to confuse skill-shot predictions. Q pierces through the first target, often hitting frontline and backline simultaneously. Focus on whoever is closest rather than diving past the tank for the ADC. Prioritize shield users to trigger bonus magic damage. Zeri excels with augments granting ability haste or movement speed due to constant Q casting and auto-attacking. R resets on takedowns, so trigger it when enemies clump for maximum chain lightning bounces. Save R for the damage phase rather than just for movement speed. Understand the wave state. When your team kills the enemy wave, push the tower using Q's range. When the enemy clears your wave, pull back to tower range. When diving, go in last and let the tank take aggro. Dash through tower side walls to reposition if the dive goes wrong. If losing and stuck under tower, switch to a peel and poke mindset, using Q to chip the frontline and E strictly to dodge engage attempts. Look for reset opportunities to clean up low-health enemies, but if unavailable, survive to force the enemy into a potentially mistake-prone dive.

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Playstyle Guide

Playstyle / Team structure

Play guide

Zeri starts Mayhem ARAM fragile but mobile, with the primary early game goal of reaching level 6 without falling behind in gold or health. Use high move speed to dodge skill shots while weaving in auto-attacks, as amplified damage in Mayhem means one bad position can cost half your health bar. Stay at max attack range and kite forward and backward in a semi-circle near tower protection, never standing still. Constant motion makes Zeri harder to hit and charges passive energy for stronger burst when an opening appears. Poke enemies who step up to clear the wave, using charged auto-attacks on minions to splash damage onto enemy champions behind them. If an enemy misses a key crowd-control ability, dash in with E for a quick trade, then dash out immediately. Save Snowball as a panic button for escaping divers rather than using it to engage early. Push the wave gently to keep it near the center for running space, avoiding hard shoves under enemy tower unless your team has a massive poke advantage. Once Zeri hits level 6 and unlocks Lightning Crash, teamfight potential spikes significantly. The mid-game window from levels 7 to 11 is Zeri's power spike, where the ultimate turns Zeri into a high-speed machine gun capable of contesting center bridge control and health relics aggressively. Stay behind the frontline but close enough to hit the nearest enemy, stacking ultimate movement speed by hitting champions. Once speed builds up, orbit around the fight and flank from the sides if the enemy backline is exposed. Open with the ultimate when a teamfight breaks out, firing Q in wide arcs to hit multiple targets. Every hit builds speed and chain lightning, so weave auto-attacks between Q casts to maximize damage output. Snowball can now reposition during fights, chase low-HP targets, or dodge critical abilities mid-flight. Push hard to siege the enemy inhibitor tower, forcing fights in choke points where chain lightning cannot miss. In the late game at levels 12 and beyond, everyone has full items and high damage, making patience and precision essential. One crowd-control effect can shut Zeri down, so play like a traditional marksman until finding an opening. Stay at max range hitting the nearest target, usually the tank, and never dive the backline until enemies have used major crowd-control abilities. Once cooldowns are blown, use speed to run down enemy carries. Focus on sustained damage to keep ultimate stacks high, as stopping attacks loses speed and shield generation. Hit whatever is closest, as tanks melt fast with armor penetration. Snowball becomes the primary engage or disengage tool for executing low-health enemies or escaping assassins. Push with the team and never split push alone, as long death timers mean a 4v5 can lose the game instantly. If ahead, end the game by sieging Nexus towers rather than farming kills. If behind, defend at all costs, clear waves before they hit Nexus towers, and look for a miracle engage catching an enemy carry out of position, as one good ultimate can turn a lost game into a win.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Zeri The Spark of Zaun transforms dramatically based on game state in ARAM: Mayhem, shifting between an aggressive dive bomber when ahead and a patient wave-clearer when behind. Understanding when to press advantages versus when to play defensively determines whether she dominates or becomes irrelevant. When ahead, Zeri stops being a traditional kiting marksman and becomes an assassination threat. The trigger conditions for an ahead state include completing a first major item spike, acquiring a damage-focused augment like Electroshock or Repetition, holding a gold lead of 1,000 or more, or possessing a tier-3 damage augment. In this state, the primary action is forcing fights around objectives and health relics rather than waiting for perfect engages. Zeri should use augmented damage to shred the frontline, then seek flank angles to reach the backline. Aggressive Snowball positioning is essential, and landing a Snowball on a squishy target should be followed immediately with the ultimate and a full burst rotation for quick kills that reset cooldowns and enable siege transitions. Augments like Perseverance or Speed Demon cover natural fragility when ahead, allowing closer positioning to the enemy frontline and turning mistakes into survivable trades. Reset-based augments create snowball effects where enemies fall one by one. However, throwing a lead remains a significant risk. Enemy hard crowd control can kill even with a gold lead, so face-checking brushes and chasing low-health enemies into enemy territory without vision are critical mistakes. The most common throw occurs when Zeri players dive too deep without escape plans and get collapsed on by global ultimates or respawn timers. Dying without trading a tower or multiple kills wastes the lead. When behind, Zeri faces a painful but recoverable situation. Trigger conditions include losing the first tower, being down 2,000 gold, or dying twice before level 6. In this state, straight-up fights become unwinnable because damage output is lower and burst kills occur before ultimate stacks build. The action plan shifts to survival and wave management. Augments like Iron Skin, Goliath, or Warmth become high-value picks by providing health pools to survive burst combos. Wave clearing with Q from maximum range while saving the E dash exclusively for dodging key skillshots becomes the priority. Snowball transforms into a defensive tool or last-resort escape mechanism rather than an engage option. Recovery requires patience and capitalizing on enemy mistakes. Mayhem games create chaos where enemies overextend, dive fountains, or chase kills into dangerous positions. Punishing overextensions under towers while letting the tower absorb damage provides windows for counterplay. A single shutdown kill on a fed enemy marksman or mage can swing gold balance enough to re-enter the game. Avoiding unrecoverable losses means not tilting into bad fights, not running in one by one to save picked teammates, and staying grouped. Getting caught split-pushing while behind ends games immediately, so staying with the team, clearing waves, and waiting for enemy throws offers the best path to recovery.

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Champion Background

Lore / Identity / Text block

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Zeri The Spark of Zaun brings a unique identity to ARAM: Mayhem centered on converting defensive resources into offensive momentum. Her passive, Living Battery, transforms shields into mobility by granting speed bursts whenever she shields herself or collects shield drops left by expired enemy shields. In Mayhem's environment where shielding augments and supportive enchanters are prevalent, this passive activates constantly, turning enemy protection into fuel for engages and kiting. Players must physically walk over shield particles to collect them, requiring deliberate positioning decisions rather than automatic benefits. Weaving to collect a shield sometimes proves more valuable than chasing a low-health target, and early on this mobility helps dodge Snowballs and reposition during enemy cooldowns. Smart enemies can deny shield drops by timing their shields to expire within their own team or zoning Zeri away from the particles. Her Q, Burst Fire, functions as her primary damage tool, replacing basic attacks with a linear skillshot that applies on-hit effects and can critically strike. Mayhem's accelerated gold gain and increased mana regeneration allow Zeri to fire continuously, hitting attack speed spikes earlier than in standard ARAM. Every shot requires manual aiming, making precision essential since misclicks fire at the ground or minions instead of champions. The firing animation locks movement, creating vulnerability to mobile assassins who can exploit her stationary moments. Maxing Q first provides damage and wave clear, and players should focus on hitting the closest target rather than greedily clicking past the tank line to reach backline carries. Her W, Ultrashock Laser, offers a slow-moving skillshot that slows and reveals enemies, with wall geometry extending its range. This ability serves primarily as a scouting tool in Mayhem's chaotic environment, allowing Zeri to check bushes safely. The slow helps land subsequent Q shots, and the vision component proves valuable against stealth champions. Missing W at close range leaves her vulnerable since the cast animation briefly stops movement. E, Spark Surge, provides her dash and repositioning tool with terrain interaction that extends dash distance when vaulting walls. Mayhem's reduced cooldowns enable aggressive use for dodging key spells while having it available for subsequent skirmishes. Precision matters greatly, as failed wall-jumps leave Zeri stuck against terrain. Early game requires saving E for escapes rather than poking, as the cooldown remains punishable. Dashing forward into the enemy team without her ultimate ready typically results in getting focused down instantly. Her ultimate, Lightning Crash, serves as the teamfight win condition, granting massive attack speed and move speed that stack as she hits champions while chain lightning automatically damages nearby enemies. In Mayhem's constant teamfights, activating R when three or more enemies group maximizes the snowball effect of increasing speed and damage. Hard crowd control shuts down this power completely, making champions with point-and-click suppression like Malzahar or Warwick particularly threatening. Timing matters significantly, as activating too late means dying before speed ramps up, while activating too early without targets wastes the duration.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Zeri in Mayhem lives and dies by her movement and charge management, with a small safety window that makes mechanical precision essential. The most critical mechanical mistake is holding down the attack move click or right-click while her Passive is fully charged, which fires the empowered slow projectile instantly on a random minion or tank with no follow-up. Players should stop clicking when the charge bar turns yellow, reposition manually, and click the target only when ready to land the slow and close the gap. If the charge is wasted, Zeri should play further back while recharging rather than forcing a fight without her slow. Dash mismanagement creates severe vulnerability. Using E to dash directly through an enemy champion or large minion wave leaves Zeri on top of the enemy team with no escape, often body-blocked by the units she dashed through. The correct approach is dashing sideways along terrain or through thin walls to reposition, only dashing through enemies when chasing a low-HP kill or when R is active and a reset is needed. If caught in the middle of the enemy team, popping R immediately for movement speed and shield while weaving auto-attacks to reset the dash cooldown offers the best survival chance. Panic responses to assassins create fatal errors. Spamming Q when an assassin jumps in roots Zeri in place while the enemy lands their full combo, as Q has a cast time that stops movement. The correct action is holding Q, using movement speed from W or the dash from E to create distance first, then firing Q only after creating space. W misuse also reduces effectiveness. Firing W without terminating it on a wall misses the extended range and slow, turning a potential snipe into a weak short-range zap. Decision mistakes often involve fighting before power spikes or misusing the ultimate. Engaging a full-HP enemy team just because the Passive charge is ready results in landing the slow but getting burst down instantly without follow-up damage or numbers advantage. The empowered auto should be used to poke or zone, with full commitment reserved for isolated or low-HP enemies or when the team has already initiated with CC. Activating R the moment a fight starts regardless of enemy positioning wastes the ultimate, as enemies disengage or use defensive cooldowns and the ability fades before overflow damage stacks. Players should wait for enemies to burn key CC or for the team to land a catch, activating R when auto-attacks can reliably chain to extend the duration. Building pure damage against multiple divers or hard CC leads to getting one-shot by Snowball engages or crowd control chains before R can stack. Defensive options become essential against dive-heavy compositions. Ignoring Snowball threat and standing still to farm minions results in getting hit, engaged on, and dying before the minion wave arrives. Dodging Snowballs is the primary job, requiring constant perpendicular movement to the enemy line and sacrificing minions to avoid engage. Chasing kills through the enemy jungle or past inhibitor towers in late game gets Zeri caught by respawned enemies, throwing the game when the team needs her to push the core. Zeri excels at sieging, using long-range Q and W to chip towers and force enemies to approach on her terms.

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FAQ

Zeri

FAQ

Should I pick Zeri in Mayhem ARAM? She's a strong pick if your team has frontline or disengage to buy her time. Zeri excels at extended fights where she can stack her passive and chain resets on her ultimate. Without peel, she gets run down by the mode's high damage and constant crowd control. What makes Zeri different in Mayhem compared to regular ARAM? Faster gold and experience mean she hits her item spikes much earlier, turning her into a threat sooner than expected. The reduced cooldown on Snowball lets her reposition aggressively, but it also means enemies can gap-close on her more often. You play faster and die faster, so every dash matters. Which augment should I pick at the start? Prioritize attack speed or ability haste augments to smooth out her kiting and ultimate uptime. Damage augments work well if you're confident in your spacing, but survivability augments help against heavy dive comps. Avoid pure mana augments since her costs are manageable with proper rhythm.

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