ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T3 Rank #99

Tahm Kench ARAM Mayhem Build & Best Augments

Tahm Kench role and playstyle: baseline role is tank support, with a core identity built around teamfight utility and damage output. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Key ARAM traits include slow control, damage reduction. Hextech augment reliance: Low to medium: the base kit is functional, while premium augments noticeably improve consistency. Execution difficulty: Low to medium execution: easy to start, but better movement, spacing, and combo timing raise the ceiling. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Tahm Kench Tahm Kench The River King Tank / Mage / Support
TierT3
Rank#99
Win Rate49.20%
Pick Rate0.73%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate51.86%
Pick Rate16.26%
#2
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate53.64%
Pick Rate12.88%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate52.40%
Pick Rate7.02%

Situational itemstop 12

Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

51.78%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

51.73%
Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

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

51.63%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

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

51.84%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

48.23%
Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

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

52.70%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

50.03%
Winter's Approach Winter's Approach Winter's Approach
Total Price
2,400
Price
300

+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.

50.15%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Total Price
3,200
Price
650

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

48.84%
Kaenic Rookern Kaenic Rookern Kaenic Rookern
Total Price
2,900
Price
800

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

52.57%
Randuin's Omen Randuin's Omen Randuin's Omen
Total Price
2,700
Price
800

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

48.49%
Hollow Radiance Hollow Radiance Hollow Radiance
Total Price
2,800
Price
650

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

51.62%

Starting items

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

+350 Health

53.66%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

53.66%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

52.48%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

52.48%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

52.48%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

51.20%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.

51.20%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Quest: Icathia's Fall Quest: Icathia's Fall Quest: Icathia's Fall Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.50%
Pick Rate
6.06%
Games
1,367

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

View augment details
PrismaticT154.50%6.06%1,367
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
54.03%
Pick Rate
10.94%
Games
2,467

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

View augment details
PrismaticT154.03%10.94%2,467
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
53.89%
Pick Rate
25.23%
Games
5,688

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
GoldT153.89%25.23%5,688
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
52.01%
Pick Rate
14.26%
Games
3,215

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

View augment details
GoldT152.01%14.26%3,215
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
50.86%
Pick Rate
15.97%
Games
3,600

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
GoldT150.86%15.97%3,600
Upgrade Thornmail Upgrade Thornmail Upgrade Thornmail Silver
Rarity
Silver
Tier
T3
Win Rate
50.79%
Pick Rate
4.80%
Games
1,081

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

View augment details
SilverT150.79%4.80%1,081
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
50.75%
Pick Rate
11.55%
Games
2,603

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

View augment details
SilverT150.75%11.55%2,603
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
50.59%
Pick Rate
7.15%
Games
1,611

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

View augment details
GoldT150.59%7.15%1,611
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.42%
Pick Rate
7.35%
Games
1,658

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

View augment details
PrismaticT150.42%7.35%1,658
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
50.38%
Pick Rate
4.05%
Games
913

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

View augment details
SilverT150.38%4.05%913
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
50.31%
Pick Rate
6.39%
Games
1,441

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
GoldT150.31%6.39%1,441
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
50.24%
Pick Rate
9.14%
Games
2,060

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
PrismaticT150.24%9.14%2,060
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
49.89%
Pick Rate
4.19%
Games
944

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

View augment details
GoldT149.89%4.19%944
Circle of Death Circle of Death Circle of Death Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.54%
Pick Rate
4.36%
Games
983

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

View augment details
PrismaticT149.54%4.36%983
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
49.45%
Pick Rate
12.57%
Games
2,833

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

View augment details
GoldT149.45%12.57%2,833
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
48.67%
Pick Rate
6.15%
Games
1,387

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

View augment details
GoldT148.67%6.15%1,387
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
48.60%
Pick Rate
13.31%
Games
3,000

Immobilizing or grounding an enemy champion grants you 6 bonus Attack Damage or 10 Ability Power ( Adaptive ), stacking infinitely (5 second cooldown per cast instance ). Lose 50% of stacks on death.

View augment details
SilverT148.60%13.31%3,000
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
48.21%
Pick Rate
3.85%
Games
867

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

View augment details
SilverT148.21%3.85%867
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
48.03%
Pick Rate
4.72%
Games
1,064

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

View augment details
GoldT148.03%4.72%1,064
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
46.97%
Pick Rate
14.35%
Games
3,234

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

View augment details
GoldT146.97%14.35%3,234
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
46.96%
Pick Rate
6.85%
Games
1,544

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
GoldT146.96%6.85%1,544
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
46.79%
Pick Rate
5.11%
Games
1,152

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

View augment details
SilverT146.79%5.11%1,152
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
46.70%
Pick Rate
4.37%
Games
985

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

View augment details
SilverT146.70%4.37%985
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
46.03%
Pick Rate
4.13%
Games
932

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

View augment details
SilverT146.03%4.13%932
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
44.69%
Pick Rate
4.97%
Games
1,121

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT144.69%4.97%1,121
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
44.26%
Pick Rate
5.75%
Games
1,297

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

View augment details
GoldT144.26%5.75%1,297
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
54.69%
Pick Rate
1.99%
Games
448

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

View augment details
SilverT254.69%1.99%448
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
53.97%
Pick Rate
2.12%
Games
478

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
GoldT253.97%2.12%478
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
53.39%
Pick Rate
2.03%
Games
457

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

View augment details
SilverT253.39%2.03%457
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.53%
Pick Rate
2.63%
Games
594

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

View augment details
PrismaticT252.53%2.63%594
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
52.40%
Pick Rate
1.94%
Games
437

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

View augment details
SilverT252.40%1.94%437
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
51.92%
Pick Rate
3.35%
Games
755

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

View augment details
GoldT251.92%3.35%755
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
51.50%
Pick Rate
2.37%
Games
534

Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration

View augment details
GoldT251.50%2.37%534
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
51.37%
Pick Rate
2.44%
Games
549

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
GoldT251.37%2.44%549
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
51.20%
Pick Rate
2.22%
Games
500

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

View augment details
GoldT251.20%2.22%500
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
50.89%
Pick Rate
1.99%
Games
448

Gain 1750 upon acquiring this augment.

View augment details
GoldT250.89%1.99%448
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
49.89%
Pick Rate
2.06%
Games
465

Gain 2 Stat Anvils .

View augment details
SilverT249.89%2.06%465
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
49.83%
Pick Rate
2.69%
Games
606

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

View augment details
GoldT249.83%2.69%606
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
49.43%
Pick Rate
2.34%
Games
528

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

View augment details
GoldT249.43%2.34%528
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
49.05%
Pick Rate
2.79%
Games
630

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

View augment details
GoldT249.05%2.79%630
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
48.87%
Pick Rate
2.93%
Games
661

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT248.87%2.93%661
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.67%
Pick Rate
2.33%
Games
526

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

View augment details
PrismaticT248.67%2.33%526
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
48.62%
Pick Rate
1.93%
Games
434

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

View augment details
SilverT248.62%1.93%434
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
48.45%
Pick Rate
3.15%
Games
710

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

View augment details
SilverT248.45%3.15%710
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
48.34%
Pick Rate
2.00%
Games
451

Grants 60 ability haste .

View augment details
GoldT248.34%2.00%451
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
48.31%
Pick Rate
1.84%
Games
414

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

View augment details
GoldT248.31%1.84%414
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.68%
Pick Rate
2.01%
Games
453

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

View augment details
PrismaticT247.68%2.01%453
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
47.65%
Pick Rate
2.36%
Games
531

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
GoldT247.65%2.36%531
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
47.49%
Pick Rate
2.38%
Games
537

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
GoldT247.49%2.38%537
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
47.45%
Pick Rate
2.61%
Games
588

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
GoldT247.45%2.61%588
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.78%
Pick Rate
1.79%
Games
404

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

View augment details
PrismaticT246.78%1.79%404
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.74%
Pick Rate
2.58%
Games
582

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

View augment details
PrismaticT246.74%2.58%582
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
46.54%
Pick Rate
2.50%
Games
563

Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed .

View augment details
PrismaticT246.54%2.50%563
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
46.49%
Pick Rate
2.21%
Games
499

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
GoldT246.49%2.21%499
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
46.48%
Pick Rate
2.52%
Games
568

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
GoldT246.48%2.52%568
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
46.32%
Pick Rate
2.41%
Games
544

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
GoldT246.32%2.41%544
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
45.90%
Pick Rate
2.27%
Games
512

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

View augment details
GoldT245.90%2.27%512
Mighty Shield Mighty Shield Mighty Shield Silver
Rarity
Silver
Tier
T5
Win Rate
45.81%
Pick Rate
2.28%
Games
513

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

View augment details
SilverT245.81%2.28%513
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
45.80%
Pick Rate
2.11%
Games
476

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

View augment details
SilverT245.80%2.11%476
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
45.78%
Pick Rate
2.95%
Games
664

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

View augment details
SilverT245.78%2.95%664
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
45.66%
Pick Rate
1.94%
Games
438

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
GoldT245.66%1.94%438
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
45.53%
Pick Rate
2.53%
Games
571

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

View augment details
SilverT245.53%2.53%571
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
45.24%
Pick Rate
3.08%
Games
694

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
GoldT245.24%3.08%694
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
45.15%
Pick Rate
1.97%
Games
443

Your abilities' mana costs are doubled, but you also gain 10% (+ 0. 5 % per 100 maximum mana) increased damage as well as self and outgoing healing and shielding .

View augment details
GoldT245.15%1.97%443
Windspeaker's Blessing Windspeaker's Blessing Windspeaker's Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.85%
Pick Rate
1.72%
Games
388

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

View augment details
PrismaticT244.85%1.72%388
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
43.94%
Pick Rate
2.23%
Games
503

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

View augment details
SilverT243.94%2.23%503
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
43.84%
Pick Rate
2.95%
Games
666

Grants 20% heal and shield power .

View augment details
SilverT243.84%2.95%666
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
43.21%
Pick Rate
1.80%
Games
405

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
PrismaticT243.21%1.80%405
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
42.81%
Pick Rate
2.62%
Games
591

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

View augment details
PrismaticT242.81%2.62%591
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
42.22%
Pick Rate
2.28%
Games
514

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
PrismaticT242.22%2.28%514
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
53.64%
Pick Rate
1.16%
Games
261

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
SilverT353.64%1.16%261
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.82%
Pick Rate
0.86%
Games
195

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

View augment details
PrismaticT352.82%0.86%195
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.55%
Pick Rate
1.22%
Games
274

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

View augment details
PrismaticT352.55%1.22%274
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.44%
Pick Rate
1.00%
Games
225

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

View augment details
PrismaticT352.44%1.00%225
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
51.69%
Pick Rate
1.18%
Games
267

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
SilverT351.69%1.18%267
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
50.30%
Pick Rate
1.45%
Games
328

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

View augment details
SilverT350.30%1.45%328
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
49.84%
Pick Rate
1.39%
Games
313

Grants 18% armor penetration and magic penetration .

View augment details
GoldT349.84%1.39%313
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
49.65%
Pick Rate
1.25%
Games
282

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT349.65%1.25%282
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
49.35%
Pick Rate
1.38%
Games
310

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

View augment details
GoldT349.35%1.38%310
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.00%
Pick Rate
1.11%
Games
251

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

View augment details
PrismaticT349.00%1.11%251
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.98%
Pick Rate
1.09%
Games
245

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

View augment details
PrismaticT348.98%1.09%245
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
48.93%
Pick Rate
1.45%
Games
327

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

View augment details
GoldT348.93%1.45%327
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
47.26%
Pick Rate
1.05%
Games
237

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

View augment details
GoldT347.26%1.05%237
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
47.16%
Pick Rate
1.33%
Games
299

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT347.16%1.33%299
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.18%
Pick Rate
1.51%
Games
340

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

View augment details
PrismaticT346.18%1.51%340
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
45.91%
Pick Rate
1.68%
Games
379

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

View augment details
SilverT345.91%1.68%379
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.81%
Pick Rate
1.59%
Games
358

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

View augment details
PrismaticT345.81%1.59%358
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.37%
Pick Rate
1.44%
Games
324

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

View augment details
PrismaticT345.37%1.44%324
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
45.24%
Pick Rate
0.93%
Games
210

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT345.24%0.93%210
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
44.95%
Pick Rate
1.27%
Games
287

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

View augment details
SilverT344.95%1.27%287
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
44.69%
Pick Rate
1.21%
Games
273

Gain ability haste equal to 30% AP .

View augment details
PrismaticT344.69%1.21%273
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
44.35%
Pick Rate
1.06%
Games
239

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

View augment details
SilverT344.35%1.06%239
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
43.81%
Pick Rate
1.47%
Games
331

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT343.81%1.47%331
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
43.33%
Pick Rate
0.93%
Games
210

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
GoldT343.33%0.93%210
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.30%
Pick Rate
0.99%
Games
224

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

View augment details
PrismaticT343.30%0.99%224
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
42.81%
Pick Rate
1.23%
Games
278

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

View augment details
PrismaticT342.81%1.23%278
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
42.78%
Pick Rate
0.83%
Games
187

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
SilverT342.78%0.83%187
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
42.64%
Pick Rate
0.87%
Games
197

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

View augment details
PrismaticT342.64%0.87%197
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
42.55%
Pick Rate
1.22%
Games
275

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

View augment details
PrismaticT342.55%1.22%275
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
42.05%
Pick Rate
1.34%
Games
302

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

View augment details
PrismaticT342.05%1.34%302
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.35%
Pick Rate
0.75%
Games
170

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

View augment details
PrismaticT452.35%0.75%170
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
52.07%
Pick Rate
0.54%
Games
121

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

View augment details
SilverT452.07%0.54%121
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
51.43%
Pick Rate
0.31%
Games
70

Basic attacks on-hit against enemy champions consume 2. 5 % of your maximum mana to deal bonus magic damage equal to 4. 5 % of your maximum mana . This damage can critically strike for (100% + 30% ) bonus damage.

View augment details
SilverT451.43%0.31%70
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.22%
Pick Rate
0.55%
Games
123

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

View augment details
PrismaticT451.22%0.55%123
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.00%
Pick Rate
0.44%
Games
100

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
PrismaticT451.00%0.44%100
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
50.98%
Pick Rate
0.68%
Games
153

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT450.98%0.68%153
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.71%
Pick Rate
0.62%
Games
140

Grants 3 random Dragon Souls .

View augment details
PrismaticT450.71%0.62%140
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
49.59%
Pick Rate
0.54%
Games
121

Grants 60% bonus attack speed .

View augment details
SilverT449.59%0.54%121
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
49.38%
Pick Rate
0.36%
Games
81

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
GoldT449.38%0.36%81
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
48.92%
Pick Rate
0.62%
Games
139

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

View augment details
SilverT448.92%0.62%139
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
48.51%
Pick Rate
0.45%
Games
101

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

View augment details
SilverT448.51%0.45%101
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
48.36%
Pick Rate
0.54%
Games
122

Grants 50% critical strike chance .

View augment details
GoldT448.36%0.54%122
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
48.28%
Pick Rate
0.39%
Games
87

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
GoldT448.28%0.39%87
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
48.05%
Pick Rate
0.34%
Games
77

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

View augment details
SilverT448.05%0.34%77
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.00%
Pick Rate
0.33%
Games
75

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

View augment details
PrismaticT448.00%0.33%75
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
46.73%
Pick Rate
0.47%
Games
107

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT446.73%0.47%107
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
46.39%
Pick Rate
0.43%
Games
97

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

View augment details
SilverT446.39%0.43%97
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
46.39%
Pick Rate
0.43%
Games
97

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

View augment details
PrismaticT446.39%0.43%97
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
46.30%
Pick Rate
0.48%
Games
108

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

View augment details
GoldT446.30%0.48%108
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
45.54%
Pick Rate
0.50%
Games
112

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

View augment details
GoldT445.54%0.50%112
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
45.54%
Pick Rate
0.50%
Games
112

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

View augment details
GoldT445.54%0.50%112
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
45.12%
Pick Rate
0.36%
Games
82

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

View augment details
SilverT445.12%0.36%82
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
44.93%
Pick Rate
0.31%
Games
69

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

View augment details
GoldT444.93%0.31%69
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
44.68%
Pick Rate
0.63%
Games
141

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

View augment details
SilverT444.68%0.63%141
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
43.43%
Pick Rate
0.44%
Games
99

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

View augment details
GoldT443.43%0.44%99
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
43.42%
Pick Rate
0.67%
Games
152

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
GoldT443.42%0.67%152
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.33%
Pick Rate
0.80%
Games
180

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
PrismaticT443.33%0.80%180
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
43.24%
Pick Rate
0.49%
Games
111

Gain 15% omnivamp .

View augment details
SilverT443.24%0.49%111
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
42.39%
Pick Rate
0.41%
Games
92

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
GoldT442.39%0.41%92
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
40.91%
Pick Rate
0.59%
Games
132

Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you.

View augment details
PrismaticT440.91%0.59%132
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.58%
Pick Rate
0.31%
Games
69

你的敌人消失信号将发射一个飞弹至被信号标记的位置,这个飞弹会对敌人造成? + 10%已损失生命值的魔法伤害并治疗友军? + 10%已损失生命值。

View augment details
PrismaticT440.58%0.31%69
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
40.54%
Pick Rate
0.33%
Games
74

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

View augment details
PrismaticT440.54%0.33%74
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
40.00%
Pick Rate
0.67%
Games
150

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

View augment details
PrismaticT440.00%0.67%150
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
39.33%
Pick Rate
0.39%
Games
89

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

View augment details
GoldT439.33%0.39%89
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
38.46%
Pick Rate
0.35%
Games
78

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
PrismaticT438.46%0.35%78
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
38.06%
Pick Rate
0.59%
Games
134

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
SilverT438.06%0.59%134
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
49.21%
Pick Rate
0.28%
Games
63

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

View augment details
SilverT549.21%0.28%63
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
44.83%
Pick Rate
0.26%
Games
58

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

View augment details
SilverT544.83%0.26%58
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
40.00%
Pick Rate
0.24%
Games
55

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

View augment details
SilverT540.00%0.24%55
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
38.71%
Pick Rate
0.28%
Games
62

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

View augment details
GoldT538.71%0.28%62
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
36.36%
Pick Rate
0.29%
Games
66

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

View augment details
PrismaticT536.36%0.29%66
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
28.33%
Pick Rate
0.27%
Games
60

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
PrismaticT528.33%0.27%60

Tahm Kench Skill Combos

Extracted from the skill order guide

Skill Order
QEW

Normal order: start Q, take E second, take W third, then max Q > E > W, putting points in R whenever available.

QWE

Engage-heavy order: Q > W > E, R whenever available.

EQW

Survival-heavy order: E > Q > W, R whenever available.

RQEW

Normal order: start Q, take E second, take W third, then max Q > E > W, putting points in R whenever available.

Tahm Kench Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Jinx Jinx Jinx T1
Tier
T1
Rank
#6
Win Rate
54.66%
Pick Rate
1.18%

Jinx is a backline marksman who turns one good kill into a full team wipe. She pokes and farms safely with rockets, swaps to minigun when a target is locked down, and uses her traps to punish anyone who walks too far forward. Her signature pattern is simple: stay alive, tag a low-health enemy, then use the takedown speed reset to chase the next one. In ARAM: Mayhem, Jinx loves the constant fighting and narrow lane, but she also gets punished harder for poor spacing. More brawls mean more chances to snowball with resets, yet divers and long-range engage can reach her quickly if she stands too close. Play behind your frontline, fire rockets when enemies group up, save traps for incoming threats, and only step forward once the first enemy is already falling. View champion guide

Aphelios Aphelios Aphelios T2
Tier
T2
Rank
#39
Win Rate
52.50%
Pick Rate
0.53%

Aphelios is a backline marksman who wins through weapon management, spacing, and clean target selection. He does not play like a simple right-click carry: his strength changes with the two guns he is holding, so good Aphelios players look for fights when their current weapon pair gives them strong poke, burst, sustain, or area damage. In ARAM: Mayhem, he becomes a high-ceiling carry in constant teamfights. The shorter lane and faster skirmishes give him plenty of targets, but they also punish bad positioning hard. Play around your gun cycle, take fights when your weapons match the moment, and use augments to push his damage, safety, or teamfight cleanup. If the enemy has heavy dive, stay patient; Aphelios can carry Mayhem fights, but only if he survives the first engage. 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

Jinx / Aphelios / Kog'Maw-style hyper carry

Tahm gives a fragile, high-value marksman a second chance when the enemy commits dive tools or Snowball pressure. The carry gives Tahm what he lacks: sustained damage that makes enemies regret hitting him first.

Viktor Viktor Viktor T1
Tier
T1
Rank
#41
Win Rate
54.17%
Pick Rate
0.56%

Viktor is a scaling control mage who wins fights by shaping space before the enemy can fully commit. He pokes from range, punishes clumped targets, and turns narrow lanes into bad trades with his area control. Play him as a backline damage dealer: soften the frontline, hold key zones when divers step in, then follow with burst once someone is forced to stand in the wrong place. In ARAM: Mayhem, Viktor gets more chances to hit grouped enemies, but he also gets punished harder when he is caught without room to kite. Augments can push him toward heavier poke, faster fight tempo, or stronger teamfight control, so his best games come from picking the angle your comp needs. If your team has engage, save damage for the locked target. If your team lacks frontline, play slower, clear waves, and make enemies walk through your threat before they can reach you. View champion guide

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

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

Azir Azir Azir T4
Tier
T4
Rank
#144
Win Rate
47.58%
Pick Rate
0.41%

Azir is a control mage who turns the battlefield into his personal kingdom. He fights from behind a wall of sand soldiers, zoning enemies with sustained damage and territorial control rather than burst. His identity revolves around positioning: he wants enemies to fight where he decides. In ARAM: Mayhem, Azir thrives because the single-lane format forces constant fights. He can set up his soldier zones once and force the enemy team to either engage through them or concede ground. The mode's accelerated pace and frequent gold income let him reach his late-game power spike faster than on Summoner's Rift, where he often struggles through a weak early game. His signature pattern is simple: place soldiers, auto-attack from behind them, and shuffle enemies with his ultimate when they overextend. In Mayhem, the faster ability rotations and enhanced resources mean he keeps soldiers up more consistently and pokes harder. He becomes a sustained damage turret that's hard to approach without eating constant sand-spear shots. View champion guide

Orianna / Viktor / Azir-style control mage

Control mages love the space Tahm creates. Tahm’s threat zone makes enemies hesitate before walking through choke points, while the mage punishes that hesitation with area damage, zone control, and wave clear.

Yasuo Yasuo Yasuo T2
Tier
T2
Rank
#35
Win Rate
52.16%
Pick Rate
0.70%

Yasuo the Unforgiven is a mobile melee carry who turns knock-ups, dashes, and fast skirmishes into lethal all-ins. His job is to weave through the frontline, stack pressure with repeated strikes, and punish any enemy who gets lifted or caught too close.In ARAM: Mayhem, Yasuo gets more chances to fight because teams are packed into one lane and engages happen constantly. That helps his signature pattern: wait for a knock-up, dash in, burst the target, then keep moving before the enemy team can lock him down. He is exciting but risky. If he dives without a setup or burns his mobility into crowd control, he can disappear fast.Pick Yasuo when your team has reliable knock-ups or enough frontline to start fights for him. Play patiently when they do not. Let enemies waste key control tools first, then enter from an angle and clean up the fight. View champion guide

Nilah Nilah Nilah T2
Tier
T2
Rank
#56
Win Rate
51.19%
Pick Rate
0.23%

Nilah is a short-range melee carry who plays like a skirmisher more than a front-to-back marksman. She wants to sit just outside danger, dash in when a target is committed, then use her sweeping attacks and ultimate to turn a messy fight into a cleanup. In ARAM: Mayhem, Nilah gets more chances to do what she loves: fight often, chain resets in crowded lanes, and abuse any augment that helps her survive the first engage or extend her damage window. She is scary when her team can start fights for her, but punishable if she has to be the first body in. Wait for enemy crowd control to show, enter from a safe angle, and play for explosive all-in moments rather than slow poke trades. View champion guide

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

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

Samira / Nilah / Yasuo-style follow-up skirmisher

These champions convert Tahm’s messy close-range fights into clean resets or heavy burst windows. Tahm can start the scramble, absorb retaliation, and keep enemies close enough for the skirmisher to stack damage.

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

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

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

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

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

Amumu / Malphite / Leona-style hard engage tank

A second frontliner gives Tahm freedom. He no longer has to be both the opener and the bodyguard every fight. The engage tank forces enemies to group or burn mobility, and Tahm follows to lock down the aftermath or rescue the engager from overextension.

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

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

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

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

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

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

Seraphine / Karma / Lulu-style enchanter or utility support

Utility supports make Tahm’s health bar and positioning more valuable. Shields, speed, healing, and extra crowd control let him take space repeatedly instead of winning or losing the game on one all-in.

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

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

Yasuo Yasuo Yasuo T2
Tier
T2
Rank
#35
Win Rate
52.16%
Pick Rate
0.70%

Yasuo the Unforgiven is a mobile melee carry who turns knock-ups, dashes, and fast skirmishes into lethal all-ins. His job is to weave through the frontline, stack pressure with repeated strikes, and punish any enemy who gets lifted or caught too close.In ARAM: Mayhem, Yasuo gets more chances to fight because teams are packed into one lane and engages happen constantly. That helps his signature pattern: wait for a knock-up, dash in, burst the target, then keep moving before the enemy team can lock him down. He is exciting but risky. If he dives without a setup or burns his mobility into crowd control, he can disappear fast.Pick Yasuo when your team has reliable knock-ups or enough frontline to start fights for him. Play patiently when they do not. Let enemies waste key control tools first, then enter from an angle and clean up the fight. View champion guide

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

Viktor Viktor Viktor T1
Tier
T1
Rank
#41
Win Rate
54.17%
Pick Rate
0.56%

Viktor is a scaling control mage who wins fights by shaping space before the enemy can fully commit. He pokes from range, punishes clumped targets, and turns narrow lanes into bad trades with his area control. Play him as a backline damage dealer: soften the frontline, hold key zones when divers step in, then follow with burst once someone is forced to stand in the wrong place. In ARAM: Mayhem, Viktor gets more chances to hit grouped enemies, but he also gets punished harder when he is caught without room to kite. Augments can push him toward heavier poke, faster fight tempo, or stronger teamfight control, so his best games come from picking the angle your comp needs. If your team has engage, save damage for the locked target. If your team lacks frontline, play slower, clear waves, and make enemies walk through your threat before they can reach you. View champion guide

Nilah Nilah Nilah T2
Tier
T2
Rank
#56
Win Rate
51.19%
Pick Rate
0.23%

Nilah is a short-range melee carry who plays like a skirmisher more than a front-to-back marksman. She wants to sit just outside danger, dash in when a target is committed, then use her sweeping attacks and ultimate to turn a messy fight into a cleanup. In ARAM: Mayhem, Nilah gets more chances to do what she loves: fight often, chain resets in crowded lanes, and abuse any augment that helps her survive the first engage or extend her damage window. She is scary when her team can start fights for her, but punishable if she has to be the first body in. Wait for enemy crowd control to show, enter from a safe angle, and play for explosive all-in moments rather than slow poke trades. View champion guide

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

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

Synergy mechanism: Tahm gives a fragile, high-value marksman a second chance when the enemy commits dive tools or Snowball pressure. The carry gives Tahm what he lacks: sustained damage that makes enemies regret hitting him first. Combo: Let the carry pressure from behind Tahm, then hold the save until the enemy has actually spent a key engage or burst pattern. If Tahm uses protection too early, the enemy can just wait it out and re-engage. If he waits until the diver is committed, the carry gets pulled out of lethal range and can immediately fire back while the diver is trapped in bad position. Best scenario: This is strongest into teams with one or two obvious divers, like a melee assassin, bruiser, or hard engage tank that must cross Tahm to reach the carry. Tahm stands slightly forward, so the enemy sees the marksman but has to spend resources through him first. Enemy answer: Good enemies will split pressure. One player baits Tahm’s protection, while another threatens the carry after it is down. Poke teams may also ignore the all-in and chip both Tahm and the carry until neither can safely hold the line. Failure risk: The carry can panic-flash away from Tahm or kite too far back, leaving Tahm unable to cover them. Tahm can also overchase after landing crowd control and abandon the person he is supposed to protect. Recovery: Reset the formation. Put Tahm between the carry and the main engage angle, not randomly in the middle of the lane. The carry should save mobility until after Tahm has absorbed or interrupted the first threat. Tahm should only chase when the carry is safe enough to keep hitting. 2. Orianna / Viktor / Azir-style control mage Synergy mechanism: Control mages love the space Tahm creates. Tahm’s threat zone makes enemies hesitate before walking through choke points, while the mage punishes that hesitation with area damage, zone control, and wave clear. Combo: Tahm steps forward to mark a target or threaten a short engage. The mage places damage where the enemy must either retreat or fight through it. If the enemy turns onto Tahm, he soaks the first wave of pressure while the mage unloads. If they back away, the team gets free minion control and turret pressure. Best scenario: This pairing is excellent when the enemy team is mostly mid-range and needs to walk up together. Tahm does not need to hard force every fight. He only needs to make the enemy choose between eating poke, giving ground, or committing into a prepared mage zone. Enemy answer: Long-range artillery can outrange the setup and hit the mage before Tahm matters. Hard flank or backline access can also bypass Tahm if the mage stands too far from his cover line. Failure risk: Tahm may engage beyond the mage’s damage range, turning a strong zone comp into a messy isolated brawl. The mage may also waste key area damage on tanks before Tahm has forced enemy carries into a bad line. Recovery: Play slower. Use Tahm as a moving wall, not a lone initiator. Clear the wave first, then let the mage hold the center of the lane while Tahm guards the side angle. If the enemy has longer range, preserve health and fight after they miss a major poke tool or overstep to hit the turret. 3. Samira / Nilah / Yasuo-style follow-up skirmisher Synergy mechanism: These champions convert Tahm’s messy close-range fights into clean resets or heavy burst windows. Tahm can start the scramble, absorb retaliation, and keep enemies close enough for the skirmisher to stack damage. Combo: Tahm threatens a forward play or catches someone who walks too close. The skirmisher waits half a beat, then enters after enemy crowd control or burst has been spent on Tahm. If the engage lands, Tahm body-blocks escape paths while the skirmisher cleans up. If the enemy counter-engages, Tahm can peel instead of continuing forward. Best scenario: Use this with teams that want to fight after one enemy is displaced, slowed, or forced to burn mobility. It is especially strong against squishy teams that rely on spacing rather than raw frontline durability. Enemy answer: Point-and-click lockdown, exhaust-style damage denial, and layered knockbacks are the cleanest answers. Enemies will try to hold one interrupt for the skirmisher instead of wasting everything on Tahm. Failure risk: The skirmisher dives before Tahm has drawn cooldowns, then gets focused. Tahm may also protect the wrong target; saving a full-health engager while the carry-skirmisher dies loses the whole purpose of the pairing. Recovery: Call the fight around enemy cooldowns, not around Tahm’s first step forward. If the skirmisher gets denied once, switch to counter-engage: let the enemy start, have Tahm absorb the entry, then send the skirmisher in when the enemy formation is already clumped and committed. 4. Amumu / Malphite / Leona-style hard engage tank Synergy mechanism: A second frontliner gives Tahm freedom. He no longer has to be both the opener and the bodyguard every fight. The engage tank forces enemies to group or burn mobility, and Tahm follows to lock down the aftermath or rescue the engager from overextension. Combo: Let the primary engager start when enemy carries are lined up or when a key poke spell misses. Tahm follows slightly behind, not beside them. If the engage hits, Tahm walks into the collapse and blocks escape. If it misses or gets countered, Tahm can peel the retreat and prevent the failed engage from becoming a full wipe. Best scenario: This is best into poke and marksman comps that are strong when untouched but fragile when forced into a real brawl. Two durable bodies make it harder for the enemy to kite only one target and reset the fight. Enemy answer: Disengage supports, terrain control, and slows can separate the tanks from the damage dealers. Enemies may also ignore Tahm and burn the backline while both tanks are too far forward. Failure risk: Double-frontline teams can become low-damage if the rest of the draft is also utility-heavy. Another risk is synchronized inting: both tanks dive, nobody peels, and the carries are left exposed. Recovery: Assign jobs before fights. One tank starts; Tahm either follows only if the carries can step up, or stays back if the enemy has strong dive. If the team lacks damage, stop forcing full engages and instead punish enemies who walk into turret range or overextend after clearing the wave. 5. Seraphine / Karma / Lulu-style enchanter or utility support Synergy mechanism: Utility supports make Tahm’s health bar and positioning more valuable. Shields, speed, healing, and extra crowd control let him take space repeatedly instead of winning or losing the game on one all-in. Combo: The support buffs Tahm as he steps into poke range, then Tahm uses that window to threaten a catch or force the enemy back from the wave. If the enemy dives past him, the support protects the carry while Tahm disrupts the nearest threat. This creates a layered defense instead of relying on one save. Best scenario: This pairing shines against mixed poke and engage teams. Tahm can soak and posture, while the support repairs chip damage and keeps the backline stable until the enemy gets impatient. Enemy answer: Heavy anti-shield or anti-heal pressure, burst combos, and long-range crowd control can break the sustain pattern. Enemies will try to force multiple defensive tools at once, then re-engage before the team fully resets. Failure risk: The comp may lack threat if the other three champions do not bring enough damage. Tahm plus support can survive for a long time and still lose ground if nobody punishes enemies for walking up. Recovery: Play around cooldown layering. Do not stack every defensive tool on the first poke hit. Tahm should take the first contact, the support covers the second wave, and the carries must step forward only when the enemy has spent engage or missed crowd control. If damage is low, focus on catching one overextended target rather than front-to-back fighting forever.

Best team functions for Tahm Kench: He needs a real damage source behind him, preferably one that can hit safely while he occupies the enemy frontline. He also needs either wave clear or engage help, because standing there without lane control lets poke comps wear him down. His best teams give him a clear job: protect the carry, follow a primary engage, or anchor a control mage zone. When the draft gives him all three, Tahm becomes miserable to break through. When it gives him none, he is durable but easy to play around.

Tahm Kench ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityStands in front of backline, absorbs skillshots, blocks space, and rescues caught allies with a patient, defensive playstyle.Becomes a pressure anchor who starts messy fights on his terms, walking up with follow-up to force enemies to spend mobility early.Shift from passive bodyguard to active pressure anchor who creates openings before enemies engage.
Devour UsageOften saves allies who get caught and has time to reset after saving, using it somewhat liberally on poked teammates.Wasting Devour is heavily punished; save for targets actually being committed on or isolated enemies your team can punish.Hold Devour for lethal burst or committed divers, not mild poke, or enemies hard engage your carry.
Tongue Lash TimingCan throw it often to poke or slow, fishing for hits with relatively low risk and punishment for misses.Missed casts create bigger punish windows due to augment-enhanced movement; cast with intent during chokes or relic last-hits.Cast Tongue Lash with purpose when enemies are committed or positioned poorly; avoid fishing.
Snowball FlexibilityPrimarily a gap closer to fix his range problem, used to engage onto the enemy team.Acts as both a threat that changes enemy positioning and a peel tool; using it backward to save carries often wins more fights.Snowball creates fear and peel options; do not always dive forward with it.
Build AdaptationCan build straightforward tank items and scale into an annoying frontline, getting away with slower purchases.Item choices must immediately answer fight patterns; prioritize survivability against burst or movement against kiting teams.Match items and runes to the enemy's actual win condition each game.

Champion Analysis

Role / Current performance

Overview

Tahm Kench The River King stands as one of League of Legends' most protective tank and support champions, renowned for his unique devouring mechanic and exceptional survivability. In ARAM: Mayhem, Tahm Kench's ability to devour allies for protection and his tanky nature make him an extraordinarily strong tank support, particularly skilled at protecting key teammates during teamfights. In ARAM, Tahm Kench functions as a tank and protective support. His core advantage is Tongue Lash, which provides AoE damage and slow. Devour can swallow allies or enemies, representing one of the most unique protection abilities in ARAM. Devouring allies protects them from damage, while devouring enemies controls them. Thick Skin provides a shield. Abyssal Voyage teleports Tahm Kench and a devoured ally across the map, which proves useful for quick base recalls in ARAM. Tahm Kench's Devour protection is one of the most unique protection abilities in the mode. When a key ally is being dove by enemies, immediately using Devour to swallow and protect them is a critical defensive play. Tongue Lash provides AoE damage and slow, useful for controlling enemy positioning or chipping away at their HP. Thick Skin provides a shield that significantly improves Tahm Kench's survivability in ARAM. Tahm Kench's strengths include his unique Devour protection, practical Thick Skin shield, large Tongue Lash slow range, and naturally tanky constitution. His weaknesses include extremely low damage output, slow movement speed, long Devour cooldown, and no mobility. These limitations define his role as a dedicated protector rather than a damage dealer or engage initiator. Players must position carefully to maximize Tongue Lash's range for slows while staying close enough to allies for emergency Devour saves. The long cooldown on Devour means timing is critical, as wasting it leaves key teammates vulnerable. His lack of mobility makes him susceptible to kiting, though his natural tankiness and shield help him endure extended fights. In ARAM: Mayhem's constant teamfight environment, Tahm Kench excels at keeping priority targets alive through precise Devour usage while providing consistent crowd control through Tongue Lash slows.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Tahm Kench wins messy fights by choosing when the enemy is allowed to hit someone. In ARAM: Mayhem, he functions as a peel tank, pick starter, and rescue button simultaneously. His best fights start with positioning slightly off-center, threatening Tongue Lash angles while keeping Devour ready for the ally the enemy actually wants to kill. Start fights with patience rather than ego. Walk up behind your minion wave or beside terrain, fish for Tongue Lash, and only commit with Abyssal Dive when the enemy has already used a dash, cleanse tool, or major crowd control. A clean Tongue Lash slow forces the target to either back up and lose space or spend mobility early. Do not engage past your carries unless the enemy backline is already trapped, as Tahm Kench is strongest when his team can hit the same target he is holding in place. Your best counter-engage is often Devour, not a knock-up. If an assassin, diver, or Snowball user reaches your carry, eat the ally before they die, then walk backward through your team. This wastes the enemy's burst window and pulls them into your damage dealers. Peel in layers: Tongue Lash the closest threat, body-block skillshots, Devour the focused ally, then use Thick Skin after the enemy has spent real damage. When your carry is safe, turn immediately and punish the diver while their escape tools are down. Do not burn Thick Skin too early. Let the enemy commit enough damage that the shield actually matters, then activate it before the next burst lands. Retreat diagonally rather than straight back to force awkward angles for enemy poke and crowd control. When carrying an ally with Devour, take the safe exit first rather than trying to turn while transporting a low-health teammate. Stand where your body blocks access, not where it blocks your team's skillshots. Slightly in front and to the side of your carries is ideal. Use minions as a timing tool: when your wave is healthy, step forward and threaten Tongue Lash from behind it; when your wave is gone, back up unless your team has engage ready. Hit the nearest valuable target first, as Tahm Kench does not need to force backline access every fight. Devour enemies only when your team can punish the release. Protect your highest-damage ally, not automatically the lowest-health ally. Snowball is best after Tongue Lash connects or after the enemy burns mobility. Do not always take the second Snowball cast, as taking a bad Snowball removes your peel position. Play around augments that reward durability during extended contact, and if your augments boost ally protection, hold Devour for the enemy's burst window. When ahead, stand on the enemy's side of the wave but keep an exit path. When your team has poke advantage, do not force early dives. Dive only when the target is already crowd controlled, enemy peel is down, or Devour can save the ally taking turret focus. When behind, stop starting fights from equal range. Let the enemy walk into your side of the lane, then punish overextension. Give ground before giving kills, as losing a wave or some turret health is recoverable but losing teammates is not. The simple rule is to make the enemy commit first unless your team is clearly ready to follow, as Tahm Kench is at his best when he turns enemy engage into nothing, drags one target too far forward, then walks out with the teammate they thought they had killed.

Read full guide

Playstyle Guide

Playstyle / Team structure

Play guide

Tahm Kench controls Mayhem fights by occupying the space between teams, threatening picks with Tongue Lash while protecting carries with Devour. His early game focuses on holding the front and winning short trades without over-diving. He positions just ahead of his carries, near brush or minions, creating angles to tag exposed enemies. After landing Tongue Lash, he walks forward only when his team can follow, then backs up before enemies burn through his gray health. He exploits missed enemy crowd control as windows to step up and threaten squishies or slap the frontline. Early Snowball serves as a threat rather than a default engage button. He throws it at exposed carries after their peel is down or at low-health targets his team can collapse on. If enemies stand together with crowd control ready, he holds the mark and maintains lane control. Augment choice shapes his early approach: durability augments let him play forward and absorb poke, mobility augments should be saved for after enemy displacement, and damage augments punish isolated targets while he still prioritizes keeping enemies away from his backline. Push decisions come when his team has safe waveclear and enemies are too low to contest. Stall when his backline is outranged or his team needs health relics, ultimates, or key augments. When ahead, he takes brush control and forces enemies to walk into tongue range. When behind, he stops fishing from center line, plays beside carries, saves Devour for caught allies, and blocks damage only when he can still retreat. Mid game transforms Tahm Kench into an annoying presence standing in the pocket between teams. He moves side to side so enemies cannot land clean poke, trades around missed enemy cooldowns, and threatens carries who step forward to hit turret or minions. Snowball now starts fights with a plan attached, targeting carries with no escape or supports standing too far ahead. He never flies in alone without damage behind him. Combat augments are used when enemies commit, defensive augments when soaking burst or rescuing teammates, and offensive augments after sticking to a target. Late game demands patience because one bad engage can decide the game. Tahm Kench plays like a wall with a trap behind it, standing close enough to punish overextensions without giving free full-team engages. He stops taking meaningless damage, using Tongue Lash to slow enemy approach and set up team damage. Late Snowball either wins or throws fights, used only when it bypasses enemy frontline onto a killable target or enables counter-engage onto divers. He never takes Snowball into crowded space when Devour is needed defensively. Augment timing matters more than the augment itself in late game. Survival tools are used after enemy commits burst, engage tools after teammates are in range, and damage tools on priority targets. After winning fights, he pushes hard because late death windows can end games. When behind, he plays for one overextension, marking the diver, peeling his carry, and turning after enemies spend mobility forward. Before every late fight, he chooses his first responsibility: engage with team in range, peel by staying glued to the threatened carry, or save by holding Devour for real danger. Tahm Kench excels at making the enemy's first plan fail, then turning that failed engage into a slow, ugly fight they cannot escape.

Read full guide

Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Tahm Kench The River King excels when he controls space rather than chasing kills. When ahead, he should stand ahead of his damage dealers and force enemies to hit him first, using his durability to make their attacks feel ineffective. The key is choking space near enemy towers or narrow lane sections, threatening with Tongue Lash and Abyssal Dive to create predictable movement that poke champions can exploit. Converting enemy mispositioning into short, ugly fights works better than starting engagements from maximum range, which gives enemies time to kite backward together. Protecting the actual win condition matters more than saving everyone. Tahm Kench should hold Devour for fed carries when assassins or divers commit, waiting until the threat is real rather than using it early for fancy plays. Saving the wrong player can open the only window enemies have to kill the primary damage dealer. Snowball should only be taken when the landing point is already winning and both follow-up and survival are guaranteed. Augments should address specific weaknesses: mobility and approach options when enemies kite, durability and shielding when they burst through. Forcing cooldown trades before committing deep lets Tahm bait enemy hooks, stuns, and displacement abilities, creating clean pressure windows if they miss or punishment opportunities if they hit without securing kills. After won fights, pushing waves and hitting towers while standing between respawn paths and carries prevents enemies from recovering. When behind, Tahm Kench must become patient and stop trying to fix games by diving alone. Shortening the lane and fighting near team damage forces enemies to overstep into punish range. Devour becomes more valuable for denying enemy win conditions than for engaging, particularly against assassins or divers targeting carries. Starting fights from low health removes all ability to peel or re-engage. Behind teams should look for enemy greed rather than perfect engages, punishing overconfident steps with Tongue Lash pressure and body-blocking. Augments must patch the exact failure point, whether mobility for reaching fights, durability for surviving burst, or tenacity for breaking crowd control chains. Trading health for cooldowns only works when allies can punish immediately. Peeling backward before engaging forward turns failed enemy dives into counterattack opportunities. Small wins like forcing defensive cooldowns, saving carries, or clearing waves stack into recovery chances. The core rule remains consistent: ahead Tahm wins by owning space and denying comeback kills, while behind Tahm wins by refusing bad fights and turning enemy greed into clean punishment.

Read full guide

Champion Background

Lore / Identity / Text block

Background copy

Tahm Kench The River King operates in ARAM: Mayhem as a defensive anchor and selective duelist whose power comes from sustained contact with targets rather than burst or poke. His passive, An Acquired Taste, transforms him from a walking wall into a real threat when he builds stacks on a single enemy champion through basic attacks and Tongue Lash. The passive rewards repeated contact on the same target, making target discipline essential. Switching targets too early leaves him with no payoff, so he must pick one enemy he can actually reach and maintain pressure until they respect the Devour threat. In Mayhem's messy, short fights, he should walk with his frontline, tag the closest safe target, and only commit deeper when he can keep stacking without being kited into the enemy team. Tongue Lash serves as his main poke, slow, trade starter, and stack tool, giving him a safe way to interact when walking forward would get him bursted. In Mayhem, he should treat it as a lane-control button, holding it for divers rather than fishing blindly at max range. A landed Q buys space while a missed Q invites enemies to walk at him. The ability helps build passive stacks from range and sets up close-range punishment, with Q usually being his highest priority skill because it provides the most reliable access to trades, peel, and stack application. Abyssal Dive gives him engage, repositioning, and escape options, but it is the easiest ability to punish if used greedily. He should not start every fight with W, instead using it when enemies are already slowed, trapped in a narrow lane angle, or distracted by allied pressure. Raw W from long range is unreliable, and diving into five people before his team is ready usually forces his E and leaves him stranded. Thick Skin stores a portion of damage he takes and lets him convert that stored damage into a shield, which is why he can stand in ugly trades longer than most tanks. E is not just a panic button; he can use his health bar as bait, but only when his team can punish enemies for hitting him. If he absorbs damage while his carries are out of range, he is donating health rather than baiting. He should save E for burst windows in teamfights rather than pressing it for comfort. Devour is his defining playmaker, capable of protecting an allied champion by swallowing them or punishing an enemy when he has properly set up his passive pressure. The ally use is often fight-winning in ARAM because one saved carry can decide the entire lane. He must use R with a clear purpose before the fight starts, deciding who he is saving from assassins or which enemy can realistically be stacked and eaten. If he hesitates between peel and engage, he often accomplishes neither. A Tahm with Devour ready forces assassins and bruisers to think twice before committing everything on one target.

Read full guide

Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Tahm Kench wins ugly fights by forcing enemies to overcommit, then turning that overcommit into a Devour, a knock-up, or a shielded retreat. Most bad Tahm Kench games come from spending the wrong defensive tool first, diving without an exit, or eating an ally at the exact moment they wanted to fight. Mechanical mistakes often center on ability timing and target selection. Casting an engage dive straight into five enemies because the mark looks close enough results in arriving before the team, getting interrupted or surrounded, and burning defensive tools just to survive. The correct approach is using the dive when the enemy has already used key crowd control, when the Snowball or frontline has forced their movement, or when the team can instantly follow the knock-up area. Pressing the gray-health shield the moment poke damage arrives loses the best panic button before the real all-in starts. Tahm Kench should let harmless poke pass when not in lethal range and save the shield for burst windows, tower pressure, or body-blocking damage for a carry. Using Devour on an ally who is mid-combo, channeling pressure, or about to finish a kill cancels their tempo and turns a winning trade into confusion. Devour allies when they are crowd controlled, clearly being focused, trapped after using mobility, or calling for extraction by pathing back toward you. Holding Devour too long while a carry is dying beside you means the carry dies with the best save unused. Watch enemy burst patterns, not just health bars, and prepare to Devour before the final hit lands. Spitting an ally directly back into the same danger zone results in them getting hit by delayed damage or follow-up crowd control. Move while holding them and choose the exit direction deliberately: behind the frontline, into the team's damage, or away from the enemy's strongest follow-up. Decision mistakes include building and playing like a pure damage threat when the team lacks a real frontline. If the team needs a wall, itemize and position to survive first. Starting fights when Devour or main defensive tools are unavailable means the team expects a rescue that cannot be provided. Communicate through movement by standing slightly back when the save is down, then walking up confidently when it is ready. Eating an enemy tank just because they are in range removes the least important enemy from the fight while their carries freely hit the team. Devour enemy frontliners only if it denies their engage, stops them from protecting a carry, or lets the team reposition safely. Standing too far behind carries because of waiting to save someone gives the enemy lane control and loses minion access. Hold the space just in front of damage dealers, close enough to Devour them and far enough forward that enemies must respect the tongue, body, and engage angle. Chasing a marked or low-health enemy past your own carries leaves the backline exposed. Chase only when the carry line is safe or when the kill removes the main threat. Otherwise, turn and peel, as Tahm Kench is often more valuable denying a dive than finishing a flashy target. Judge threat, not just health, when deciding whether to retreat. If enemy burst is spent and the team is hitting, stay in the doorway and make enemies walk through you.

Read full guide

FAQ

Tahm Kench

FAQ

Is Tahm Kench a frontliner or a peeler in ARAM: Mayhem? Play him as both, but decide before each fight which job matters more. If your carries are being jumped, stay near them and save Devour for the threat or the rescue; if the enemy backline is exposed, lead with Abyssal Dive and force them to answer you. The tradeoff is simple: diving creates pressure, but it can leave your own damage dealers without their safest escape tool. When should I engage with Abyssal Dive? Engage when your team can actually hit the target after the knockup or when the enemy has already spent key mobility. Ping first, aim for a flank angle, and land where your allies can follow instead of where you personally want to go. If you dive too early, Tahm becomes a big target with no clean exit, and Mayhem teams punish that fast. Should I use Devour on allies or enemies more often? Use Devour for whichever play wins the fight, not whichever looks flashier. If an ally is about to die to burst or crowd control follow-up, saving them usually beats swallowing an enemy; if an enemy carry steps too close with no peel, eating them can remove the main damage source long enough to collapse. The tradeoff is that using Devour offensively means your teammate rescue is unavailable during the punish window.

Read full guide

Latest Guides

Latest Blog Guides

Blog articles