ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T2 Rank #33

Tryndamere ARAM Mayhem Build & Best Augments

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

Tryndamere Tryndamere the Barbarian King Fighter / Mage
TierT2
Rank#33
Win Rate51.66%
Pick Rate0.39%

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%.

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate52.73%
Pick Rate8.52%
#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

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

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

Win Rate47.00%
Pick Rate7.75%
#3
Stridebreaker Stridebreaker Stridebreaker
Total Price
3,300
Price
750

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

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate52.73%
Pick Rate4.34%

Situational itemstop 12

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

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

50.99%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

51.25%
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%.

49.54%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

52.04%
Stridebreaker Stridebreaker Stridebreaker
Total Price
3,300
Price
750

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

53.32%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

51.50%
Ravenous Hydra Ravenous Hydra Ravenous Hydra
Total Price
3,300
Price
150

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

54.38%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

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

49.57%
Navori Flickerblade Navori Flickerblade Navori Flickerblade
Total Price
2,650
Price
950

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

55.56%
Fiendhunter Bolts Fiendhunter Bolts Fiendhunter Bolts
Total Price
2,650
Price
850

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

53.07%
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

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

57.69%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

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

58.42%

Starting items

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

+350 Health

54.49%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

54.49%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

50.00%
Tiamat Tiamat Tiamat
Total Price
1,200
Price
500

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

50.00%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

55.81%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

55.81%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

55.81%

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 Rate52.97%
Pick Rate16.32%
#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

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

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

Win Rate57.96%
Pick Rate12.68%
#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%.

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate53.25%
Pick Rate4.28%

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%.

53.94%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

54.92%
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.

54.47%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

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

54.53%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

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

55.76%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

50.70%
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).

52.79%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

47.35%
Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

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

59.36%
Navori Flickerblade Navori Flickerblade Navori Flickerblade
Total Price
2,650
Price
950

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

53.93%
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.

52.31%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

52.89%

Starting items

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

+350 Health

56.27%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

56.27%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

53.85%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

53.85%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

53.85%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

56.08%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

56.08%
Crystalline Bracer Crystalline Bracer Crystalline Bracer
Total Price
800
Price
100

+200 Health 100% Base Health Regen

56.08%

Core items

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

+25% Attack Speed +45 Move Speed

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

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

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

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

Win Rate53.20%
Pick Rate9.12%
#2
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

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

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

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

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

Win Rate64.24%
Pick Rate2.95%
#3
Stridebreaker Stridebreaker Stridebreaker
Total Price
3,300
Price
750

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

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate53.16%
Pick Rate2.73%

Situational itemstop 12

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

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

55.44%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

56.14%
Navori Flickerblade Navori Flickerblade Navori Flickerblade
Total Price
2,650
Price
950

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

55.13%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

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

54.68%
Fiendhunter Bolts Fiendhunter Bolts Fiendhunter Bolts
Total Price
2,650
Price
850

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

56.14%
Phantom Dancer Phantom Dancer Phantom Dancer
Total Price
2,650
Price
950

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

60.14%
The Collector The Collector The Collector
Total Price
3,000
Price
525

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

55.05%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

55.19%
Stridebreaker Stridebreaker Stridebreaker
Total Price
3,300
Price
750

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

55.98%
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%.

56.26%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

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

59.45%
Ravenous Hydra Ravenous Hydra Ravenous Hydra
Total Price
3,300
Price
150

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

59.11%

Starting items

Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

54.60%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

54.60%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

56.89%
Tiamat Tiamat Tiamat
Total Price
1,200
Price
500

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

56.89%
B. F. Sword B. F. Sword B. F. Sword
Total Price
1,300
Price
1,300

+40 Attack Damage

60.25%

Core items

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

+25% Attack Speed +45 Move Speed

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

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

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

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

Win Rate53.31%
Pick Rate29.15%
#2
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

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

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

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

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

Win Rate53.75%
Pick Rate11.68%
#3
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

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

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

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

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

Win Rate58.02%
Pick Rate9.19%

Situational itemstop 12

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

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

54.50%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

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

54.54%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

55.09%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

53.94%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

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

56.63%
Navori Flickerblade Navori Flickerblade Navori Flickerblade
Total Price
2,650
Price
950

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

54.01%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

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

51.20%
Fiendhunter Bolts Fiendhunter Bolts Fiendhunter Bolts
Total Price
2,650
Price
850

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

56.18%
The Collector The Collector The Collector
Total Price
3,000
Price
525

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

52.49%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

57.92%
Stridebreaker Stridebreaker Stridebreaker
Total Price
3,300
Price
750

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

65.03%
Ravenous Hydra Ravenous Hydra Ravenous Hydra
Total Price
3,300
Price
150

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

55.20%

Starting items

Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

54.61%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

54.61%
Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

56.14%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

56.14%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

56.14%
B. F. Sword B. F. Sword B. F. Sword
Total Price
1,300
Price
1,300

+40 Attack Damage

64.27%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
60.10%
Pick Rate
5.31%
Games
604

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

View augment details
PrismaticT160.10%5.31%604
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
59.27%
Pick Rate
6.73%
Games
766

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

View augment details
GoldT159.27%6.73%766
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
58.42%
Pick Rate
7.99%
Games
909

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT158.42%7.99%909
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
57.97%
Pick Rate
18.43%
Games
2,096

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT157.97%18.43%2,096
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
57.74%
Pick Rate
6.30%
Games
717

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

View augment details
GoldT157.74%6.30%717
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
55.97%
Pick Rate
4.49%
Games
511

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
PrismaticT155.97%4.49%511
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
55.78%
Pick Rate
6.16%
Games
701

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

View augment details
GoldT155.78%6.16%701
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.64%
Pick Rate
4.52%
Games
514

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT155.64%4.52%514
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
55.56%
Pick Rate
12.58%
Games
1,431

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

View augment details
GoldT155.56%12.58%1,431
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
55.17%
Pick Rate
5.35%
Games
609

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
GoldT155.17%5.35%609
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
54.65%
Pick Rate
13.80%
Games
1,570

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

View augment details
GoldT154.65%13.80%1,570
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
53.97%
Pick Rate
11.29%
Games
1,284

Grants 60% bonus attack speed .

View augment details
SilverT153.97%11.29%1,284
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
53.35%
Pick Rate
6.56%
Games
746

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

View augment details
GoldT153.35%6.56%746
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
52.82%
Pick Rate
5.93%
Games
674

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

View augment details
SilverT152.82%5.93%674
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.65%
Pick Rate
4.14%
Games
471

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
PrismaticT152.65%4.14%471
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
52.64%
Pick Rate
7.82%
Games
889

Gain 15% omnivamp .

View augment details
SilverT152.64%7.82%889
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
52.47%
Pick Rate
6.77%
Games
770

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

View augment details
SilverT152.47%6.77%770
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
52.45%
Pick Rate
7.71%
Games
877

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT152.45%7.71%877
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
51.78%
Pick Rate
6.44%
Games
732

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
GoldT151.78%6.44%732
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
51.38%
Pick Rate
5.41%
Games
615

Grants 18% armor penetration and magic penetration .

View augment details
GoldT151.38%5.41%615
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
51.36%
Pick Rate
5.19%
Games
590

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
GoldT151.36%5.19%590
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
50.52%
Pick Rate
4.25%
Games
483

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

View augment details
SilverT150.52%4.25%483
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
50.19%
Pick Rate
4.68%
Games
532

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
GoldT150.19%4.68%532
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
49.76%
Pick Rate
5.58%
Games
635

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

View augment details
GoldT149.76%5.58%635
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
49.73%
Pick Rate
8.19%
Games
931

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

View augment details
GoldT149.73%8.19%931
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
49.71%
Pick Rate
4.53%
Games
515

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
GoldT149.71%4.53%515
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.68%
Pick Rate
6.30%
Games
717

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
PrismaticT148.68%6.30%717
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
48.48%
Pick Rate
9.81%
Games
1,116

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

View augment details
GoldT148.48%9.81%1,116
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
48.36%
Pick Rate
6.69%
Games
761

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

View augment details
GoldT148.36%6.69%761
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.56%
Pick Rate
5.23%
Games
595

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

View augment details
PrismaticT147.56%5.23%595
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
66.37%
Pick Rate
1.99%
Games
226

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

View augment details
PrismaticT266.37%1.99%226
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
62.75%
Pick Rate
2.24%
Games
255

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
GoldT262.75%2.24%255
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
61.18%
Pick Rate
2.08%
Games
237

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
SilverT261.18%2.08%237
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
60.44%
Pick Rate
1.98%
Games
225

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
SilverT260.44%1.98%225
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
60.17%
Pick Rate
3.11%
Games
354

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

View augment details
GoldT260.17%3.11%354
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
57.87%
Pick Rate
2.07%
Games
235

Gain 1750 upon acquiring this augment.

View augment details
GoldT257.87%2.07%235
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
55.68%
Pick Rate
2.40%
Games
273

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

View augment details
SilverT255.68%2.40%273
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
55.10%
Pick Rate
2.76%
Games
314

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

View augment details
PrismaticT255.10%2.76%314
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
54.71%
Pick Rate
3.36%
Games
382

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

View augment details
SilverT254.71%3.36%382
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
54.67%
Pick Rate
1.88%
Games
214

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

View augment details
PrismaticT254.67%1.88%214
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
54.35%
Pick Rate
2.02%
Games
230

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
GoldT254.35%2.02%230
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
53.88%
Pick Rate
1.81%
Games
206

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

View augment details
SilverT253.88%1.81%206
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
53.78%
Pick Rate
2.09%
Games
238

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
GoldT253.78%2.09%238
Spin To Win Spin To Win Spin To Win Silver
Rarity
Silver
Tier
T5
Win Rate
53.73%
Pick Rate
2.36%
Games
268

Your spinning abilities deal 30% increased damage and have their cooldown reduced equivalent to 30 ability haste.

View augment details
SilverT253.73%2.36%268
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
53.10%
Pick Rate
2.27%
Games
258

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
GoldT253.10%2.27%258
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
52.38%
Pick Rate
2.40%
Games
273

Increases attack damage by 20% .

View augment details
SilverT252.38%2.40%273
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.17%
Pick Rate
2.02%
Games
230

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

View augment details
PrismaticT252.17%2.02%230
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.97%
Pick Rate
3.13%
Games
356

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

View augment details
PrismaticT251.97%3.13%356
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
51.94%
Pick Rate
2.27%
Games
258

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

View augment details
SilverT251.94%2.27%258
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
51.88%
Pick Rate
2.10%
Games
239

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
GoldT251.88%2.10%239
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
51.70%
Pick Rate
2.33%
Games
265

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

View augment details
SilverT251.70%2.33%265
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
51.69%
Pick Rate
1.82%
Games
207

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
SilverT251.69%1.82%207
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
51.68%
Pick Rate
2.09%
Games
238

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

View augment details
SilverT251.68%2.09%238
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
51.17%
Pick Rate
3.38%
Games
385

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
GoldT251.17%3.38%385
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
50.78%
Pick Rate
3.38%
Games
384

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

View augment details
SilverT250.78%3.38%384
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
50.63%
Pick Rate
2.78%
Games
316

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

View augment details
GoldT250.63%2.78%316
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
50.51%
Pick Rate
3.46%
Games
394

Grants 50% critical strike chance .

View augment details
GoldT250.51%3.46%394
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
50.40%
Pick Rate
2.18%
Games
248

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT250.40%2.18%248
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
50.20%
Pick Rate
2.21%
Games
251

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
GoldT250.20%2.21%251
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
50.17%
Pick Rate
2.63%
Games
299

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
GoldT250.17%2.63%299
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
49.65%
Pick Rate
3.77%
Games
429

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

View augment details
SilverT249.65%3.77%429
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.22%
Pick Rate
3.39%
Games
386

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

View augment details
PrismaticT249.22%3.39%386
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
49.12%
Pick Rate
2.00%
Games
228

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
GoldT249.12%2.00%228
Upgrade Sheen Upgrade Sheen Upgrade Sheen Gold
Rarity
Gold
Tier
T4
Win Rate
48.94%
Pick Rate
2.07%
Games
235

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

View augment details
GoldT248.94%2.07%235
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
47.74%
Pick Rate
2.52%
Games
287

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
GoldT247.74%2.52%287
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.73%
Pick Rate
1.93%
Games
220

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

View augment details
PrismaticT247.73%1.93%220
Master of Duality Master of Duality Master of Duality Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.41%
Pick Rate
2.04%
Games
232

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

View augment details
PrismaticT247.41%2.04%232
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.06%
Pick Rate
3.14%
Games
357

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
PrismaticT247.06%3.14%357
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
46.73%
Pick Rate
3.50%
Games
398

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

View augment details
SilverT246.73%3.50%398
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
46.55%
Pick Rate
3.44%
Games
391

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

View augment details
GoldT246.55%3.44%391
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.13%
Pick Rate
2.61%
Games
297

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT246.13%2.61%297
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
46.13%
Pick Rate
2.61%
Games
297

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

View augment details
SilverT246.13%2.61%297
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
44.66%
Pick Rate
1.81%
Games
206

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
GoldT244.66%1.81%206
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
60.67%
Pick Rate
1.32%
Games
150

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

View augment details
PrismaticT360.67%1.32%150
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
58.90%
Pick Rate
1.43%
Games
163

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
PrismaticT358.90%1.43%163
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
57.89%
Pick Rate
1.17%
Games
133

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
SilverT357.89%1.17%133
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
57.72%
Pick Rate
1.08%
Games
123

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
PrismaticT357.72%1.08%123
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
56.79%
Pick Rate
1.42%
Games
162

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
PrismaticT356.79%1.42%162
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
55.75%
Pick Rate
0.99%
Games
113

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

View augment details
SilverT355.75%0.99%113
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
55.42%
Pick Rate
1.46%
Games
166

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
GoldT355.42%1.46%166
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
55.06%
Pick Rate
1.56%
Games
178

Gain 2 Stat Anvils .

View augment details
SilverT355.06%1.56%178
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
52.63%
Pick Rate
1.50%
Games
171

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT352.63%1.50%171
Earthwake Earthwake Earthwake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.38%
Pick Rate
0.92%
Games
105

Dashing or blinking causes you to leave behind a trail from the location you moved to your destination that detonates after 0. 75 seconds in a 300 radius, dealing 70 – 210 (based on level) (+ 125% bonus AD) (+ 60% AP) physical damage per explosion to enemies hit, reduced to 70% against minions . Enemies can be affected only once every second from all cast instances , and the effect is not triggered if you move beyond 2000 units with the dash or blink. This augment is only offered to up to 2 players on each team for a given game.

View augment details
PrismaticT352.38%0.92%105
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
50.57%
Pick Rate
1.55%
Games
176

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
PrismaticT350.57%1.55%176
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
50.54%
Pick Rate
1.62%
Games
184

Grants 20% heal and shield power .

View augment details
SilverT350.54%1.62%184
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.41%
Pick Rate
1.06%
Games
121

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
PrismaticT350.41%1.06%121
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
50.34%
Pick Rate
1.29%
Games
147

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

View augment details
SilverT350.34%1.29%147
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
48.91%
Pick Rate
1.20%
Games
137

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
GoldT348.91%1.20%137
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.75%
Pick Rate
1.56%
Games
178

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
PrismaticT347.75%1.56%178
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
47.30%
Pick Rate
1.30%
Games
148

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
SilverT347.30%1.30%148
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.54%
Pick Rate
1.40%
Games
159

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

View augment details
PrismaticT346.54%1.40%159
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
46.36%
Pick Rate
0.97%
Games
110

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

View augment details
GoldT346.36%0.97%110
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
46.34%
Pick Rate
1.44%
Games
164

Grants 60 ability haste .

View augment details
GoldT346.34%1.44%164
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
46.03%
Pick Rate
1.11%
Games
126

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

View augment details
GoldT346.03%1.11%126
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
45.45%
Pick Rate
1.16%
Games
132

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
GoldT345.45%1.16%132
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
42.07%
Pick Rate
1.27%
Games
145

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

View augment details
GoldT342.07%1.27%145
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
41.73%
Pick Rate
1.22%
Games
139

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

View augment details
GoldT341.73%1.22%139
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
39.50%
Pick Rate
1.05%
Games
119

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
SilverT339.50%1.05%119
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
37.59%
Pick Rate
1.17%
Games
133

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

View augment details
GoldT337.59%1.17%133
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
60.32%
Pick Rate
0.55%
Games
63

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
PrismaticT460.32%0.55%63
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
60.00%
Pick Rate
0.53%
Games
60

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
PrismaticT460.00%0.53%60
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
59.26%
Pick Rate
0.47%
Games
54

Grants 3 random Dragon Souls .

View augment details
PrismaticT459.26%0.47%54
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
58.73%
Pick Rate
0.55%
Games
63

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.

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SilverT458.73%0.55%63
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
58.49%
Pick Rate
0.47%
Games
53

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

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SilverT458.49%0.47%53
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
56.25%
Pick Rate
0.70%
Games
80

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

View augment details
PrismaticT456.25%0.70%80
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
55.00%
Pick Rate
0.53%
Games
60

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
SilverT455.00%0.53%60
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
54.32%
Pick Rate
0.71%
Games
81

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
SilverT454.32%0.71%81
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
53.00%
Pick Rate
0.88%
Games
100

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

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GoldT453.00%0.88%100
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
52.70%
Pick Rate
0.65%
Games
74

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
GoldT452.70%0.65%74
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.08%
Pick Rate
0.84%
Games
96

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
PrismaticT452.08%0.84%96
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
52.04%
Pick Rate
0.86%
Games
98

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
GoldT452.04%0.86%98
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
51.61%
Pick Rate
0.55%
Games
62

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

View augment details
SilverT451.61%0.55%62
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
50.79%
Pick Rate
0.55%
Games
63

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

View augment details
SilverT450.79%0.55%63
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.00%
Pick Rate
0.90%
Games
102

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
PrismaticT450.00%0.90%102
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
50.00%
Pick Rate
0.86%
Games
98

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

View augment details
GoldT450.00%0.86%98
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
49.38%
Pick Rate
0.71%
Games
81

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT449.38%0.71%81
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
48.57%
Pick Rate
0.62%
Games
70

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
GoldT448.57%0.62%70
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.10%
Pick Rate
0.69%
Games
79

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

View augment details
PrismaticT448.10%0.69%79
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
48.00%
Pick Rate
0.66%
Games
75

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
GoldT448.00%0.66%75
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.06%
Pick Rate
0.90%
Games
102

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
PrismaticT447.06%0.90%102
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
46.67%
Pick Rate
0.53%
Games
60

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT446.67%0.53%60
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
45.71%
Pick Rate
0.62%
Games
70

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

View augment details
GoldT445.71%0.62%70
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
44.44%
Pick Rate
0.79%
Games
90

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
GoldT444.44%0.79%90
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
44.32%
Pick Rate
0.77%
Games
88

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

View augment details
GoldT444.32%0.77%88
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
43.82%
Pick Rate
0.78%
Games
89

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

View augment details
PrismaticT443.82%0.78%89
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
41.11%
Pick Rate
0.79%
Games
90

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
GoldT441.11%0.79%90
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
39.22%
Pick Rate
0.45%
Games
51

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
SilverT439.22%0.45%51
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
38.89%
Pick Rate
0.47%
Games
54

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
GoldT438.89%0.47%54

Tryndamere Skill Combos

Extracted from the skill order guide

Skill Order
QEW

Normal order: R whenever available, then Q > E > W.

EQW

Mobility or spell-use order: R whenever available, then E > Q > W.

QWE

Rare W-second adjustment: R whenever available, then Q > W > E.

RQEW

Max Q first because it gives the most reliable value in messy ARAM fights: stronger all-in threat, better recovery after poke, and more freedom to spend Fury without being forced out of the wave.

Tryndamere Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Tryndamere counters these champions in ARAM: Mayhem.

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

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

Ziggs Ziggs Ziggs T3
Tier
T3
Rank
#74
Win Rate
50.23%
Pick Rate
0.78%

Ziggs is a long-range artillery mage who wins space before the fight fully starts. He pokes from safety, clears waves fast, and punishes enemies who walk through narrow lanes or clump around objectives. His signature pattern is simple: throw bombs to chip people down, use minefields and displacement to make engages awkward, then help finish structures when the enemy team is forced back. In ARAM: Mayhem, Ziggs plays even more like a pressure pick. The map is still tight, but the pace is wilder, so he has to keep moving between casts instead of standing still and farming damage. Augments can push him toward heavier poke, better safety, or faster fight cleanup, but his core job stays the same: control the lane, soften targets before they engage, and make every enemy advance cost health. View champion guide

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

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

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

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

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

Read counter details

Countered By

5

Tryndamere is countered by these champions in ARAM: Mayhem.

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

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

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

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

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

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

Teemo Teemo Teemo T3
Tier
T3
Rank
#117
Win Rate
48.67%
Pick Rate
0.91%

Teemo the Swift Scout Teemo is a trap-setting mage who turns the entire lane into a minefield. His job is to control space, punish overextensions, and slowly choke the enemy team with poison damage. In standard modes, he splits lanes and avoids fights. Here, he stands his ground and forces the enemy to play his game. ARAM: Mayhem changes how he operates. The single lane means his mushrooms cover every escape path. Enemies cannot flank or go around. They have to walk through his traps to engage. The faster pace and constant fighting also means his poison ticks more often, and his blind shuts down key threats in the chaos of teamfights. His signature pattern is simple: layer mushrooms before fights start, blind the enemy carry when they dive, and reposition while poison does the work. He does not burst people down instantly. He wins by making the enemy team take damage they cannot avoid, then cleaning up with his team. View champion guide

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

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

Read counter details

Tryndamere Team Comp Highlights

Partner patterns extracted from the team comp guide

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

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

Lulu

Lulu is one of Tryndamere’s cleanest partners because she fixes his two biggest fight problems: reaching the backline and staying useful after the enemy panics and throws every peel tool at him. Movement speed, shielding, and emergency protection let him commit harder instead of saving his escape too early.

Zilean Zilean Zilean T3
Tier
T3
Rank
#89
Win Rate
49.11%
Pick Rate
0.49%

Zilean is a backline utility mage who wins fights by making one carry impossible to catch and one mistake much harder to punish. His signature pattern is simple: place Time Bombs to threaten grouped enemies, speed an ally into or out of danger, then hold his revive for the teammate the enemy team has actually committed to killing. In ARAM: Mayhem, fights start faster and clump more often, so Zilean gets more chances to land bomb pressure and punish enemies who stack together. He is still fragile, though. If you walk up too early, you die before your value matters. Play behind your frontline, save speed for real engages or escapes, and use the revive to deny burst instead of casting it just because someone is low. View champion guide

Zilean

Zilean gives Tryndamere speed, delay tools, and a second-life style safety net. That is huge for a champion who wants to draw attention, bait burst, and keep swinging while the enemy wastes cooldowns on the wrong timing.

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

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

Orianna

Orianna turns Tryndamere into a moving delivery system. He naturally wants to enter the enemy backline, and Orianna rewards that by placing threat around his body. The enemy has to choose between kiting Tryndamere and respecting the ball zone, which often means they do neither cleanly.

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

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

Amumu

Amumu supplies the hard engage and lockdown Tryndamere lacks. Tryndamere is strong at killing targets that are already forced to stand and fight, but he can look bad when every enemy has room to kite. Amumu removes that room.

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

Seraphine

Seraphine gives Tryndamere the teamfight structure he often needs: waveclear, shielding, healing pressure, crowd control, and long-range follow-up. She does not just help him dive; she makes the enemy walk through her zone before they can punish him.

Tryndamere Tryndamere Tryndamere T2
Tier
T2
Rank
#33
Win Rate
51.66%
Pick Rate
0.39%

Tryndamere is a melee carry who wins by forcing messy close-range fights, stacking up damage, then staying alive just long enough to finish the job. His signature pattern is simple: look for a weak target, spin into range, commit hard, and use his death-denial window to keep swinging when most champions would have to back off. In ARAM: Mayhem, Tryndamere has less room to split or farm quietly, so he plays more like a fearless cleanup brawler. Snowball, flank angles, and augment choices matter a lot because walking straight through five champions usually gets punished. Pick your engage when key crowd control is down, chase low-health carries, and save your big commitment for the moment the enemy team has already spent their best peel. He is entry-level in concept but still needs discipline. If you go in too early, you burn your survival tools and die after the fight ends. If you wait for the first enemy mistake, Tryndamere can turn a cramped bridge fight into a fast reset-style cleanup where every extra second of uptime matters. View champion guide

Team Functions Tryndamere Needs Most

Reliable crowd control: Tryndamere can chase, but he loves enemies who are already slowed, stunned, rooted, or displaced. If the team has no lock-down, he gets forced into ugly straight-line runs and becomes easy to peel.

Tryndamere ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role and Fight TempoTryndamere often waits until enemies spend crowd control, then commits with Spinning Slash and Undying Rage. Arriving late is usually fine because his damage is strongest when the fight is already broken.Waiting too long can lose the whole fight before you enter. Augments make both teams explode into action, so Tryndamere needs to pressure earlier and threaten angles before fights fully start.Decide early whether you are engage follow-up, backline diver, or frontline shredder rather than waiting to clean up.
Spinning Slash UsageTryndamere can sometimes use Spinning Slash casually to farm, dodge poke, or test space because fights develop slower and mistakes are more forgiving.Wasting E is easier to punish. If you spin forward and the enemy still has displacement, roots, stasis tools, or burst augments ready, you may burn Undying Rage just to survive.Decide before pressing E how you will leave or force enough damage before Undying Rage ends.
Undying Rage TimingNormal ARAM rewards late ultimate timing, where greed sometimes works and you can wait until the last moment to activate it.Mayhem punishes greed harder. Burst arrives in strange patterns because of augments. Press it before the lethal chain lands, not after you are already locked out or displaced.Use ultimate before the chain becomes unrecoverable rather than as a panic button.
Snowball DisciplineTryndamere can throw Snowball often and take it when it looks decent, with more room to recover from bad decisions.Taking a random Snowball is much riskier because enemies may have augment-enhanced punish windows. Snowball should confirm a fight, not start a suicide mission.Only take Snowball when your team can follow or when your ultimate is ready.
Build and Rune FlexibilityTryndamere can sometimes get away with greedy damage because his ultimate covers mistakes and fights are slower.Greed is more dangerous. Build should answer the actual lobby: can you reach, survive the first control chain, and keep hitting once Undying Rage ends?Value consistency and survival over perfect carry fantasy when the enemy denies long uptime.

Champion Analysis

Role / Current performance

Overview

Tryndamere the Barbarian King is a melee fighter with explosive burst damage and remarkable survivability in Hextech Mayhem, where he functions as a melee fighter-ADC. His identity revolves around a high-risk, high-reward playstyle that becomes more dangerous the lower his health falls, thanks to his passive Battle Fury, which grants increased critical strike chance as his health drops. This passive enables Tryndamere to unleash terrifying critical strike output at low health, making him exceptionally threatening when he should be vulnerable. His core damage ability is Bloodlust, which deals physical damage to enemies while healing Tryndamere, providing excellent sustainability in extended fights. For mobility, he relies on Spinning Slash, a dash that damages enemies along its path and gives him strong chasing and escaping capabilities. His utility comes from Mocking Shout, which reduces nearby enemies’ attack damage, making it particularly useful for weakening enemy ADC output during engagements. Tryndamere’s signature ability is his ultimate, Undying Rage, which makes him completely immune to death for several seconds regardless of damage taken. This ability makes him one of the hardest champions to kill in Hextech Mayhem, allowing him to dive into the enemy team and deal massive damage during the duration without fear of dying. His damage pattern centers on critical strikes, which are maximized through itemization that prioritizes critical strike chance, making his crits at low health devastating. Strategically, his immense survivability during Undying Rage combined with his crit damage turns him into a terrifying force that can turn fights around even when nearly defeated. His positioning requires him to get close to enemies to deal damage, using Spinning Slash to engage or disengage as needed, while his Mocking Shout can be used to reduce the damage output of enemy marksmen. The practical takeaway is that Tryndamere thrives in chaotic melee brawls where he can bait enemies into focusing him while his ultimate keeps him alive, punishing opponents who underestimate his low-health critical strike potential. His value in a match lies in his ability to absorb attention and deal heavy damage without regard for his own safety during the ultimate window, making him a constant threat that forces the enemy team to respect his engage.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Tryndamere wins Mayhem fights by forcing a messy decision: either the enemy spends real crowd control on a champion who can refuse to die for a short window, or they ignore him and lose their backline. Do not play him like a slow front-to-back bruiser. Look for angles, hold your main escape until someone panics, and make the enemy carries move before your team commits. Enter from the side brush or after a minion wave crashes rather than walking straight down the lane where every snare and knockup is aimed at you. Use Snowball as a commitment check, not always as the engage itself; tagging a squishy target forces them to respect the follow-up, and if they burn movement or peel before you recast, you already gained value. Do not press your survival button early just because you reached the backline. The best fights happen when enemies waste damage first, then realize you still have your death-denial window. Track the first hard crowd control used on your team; if an enemy tank or mage throws their reliable lock-down at someone else, that is your green light to enter. If an enemy assassin dives your carry, turn first before chasing their backline. When enemies overchase, retreat just far enough to make them face away so your slow and chase tools become stronger. Save your dash unless it creates a kill or dodges the spell that would end the play; walk first whenever you can. When your death-denial window is ending, leave before the enemy gets to choose the exit. At low health, wait for your team to step up or for an enemy to misposition before re-entering. Stand off-center in the lane, not directly behind your minions, and do not stack with your backline before a fight. Use lane walls to shorten chase paths. Hit the target you can keep hitting; prioritize immobile carries after their disengage is used. Avoid full-health tanks unless isolated. Throw Snowball when the enemy has just used mobility or is locked in an animation, and do not always recast immediately because the mark itself creates pressure. If your augments reward attacking, choose fights where you can stay on one target; if they reward low-health or survival moments, bait damage before committing fully; if they trigger from dashes, hold the dash for crucial moments; if they scale with takedowns, play the first kill cleanly. Push when your team has health and cooldowns, pull back when the wave is gone and the enemy has fresh engage tools. After winning a fight, hit the objective unless a free kill is guaranteed. Dive only when you know who can stop your attacks, start after the turret target is decided, and leave as soon as the kill is secured. When behind, stop forcing first engage; play second wave, clear safely, and punish overextensions. Use your body to threaten without donating kills, take guaranteed damage on frontline targets if diving is impossible, and look for low-health cleanup after the enemy overuses spells. Tryndamere should make the enemy answer him at the worst possible time by entering after peel is spent, holding his escape, and choosing targets he can actually stick to.

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Playstyle Guide

Playstyle / Team structure

Play guide

Tryndamere the Barbarian King approaches ARAM Mayhem as a patient threat who evolves from a Fury-building melee into a decisive finisher. In early levels one through six, he stacks Fury safely on minions from a position slightly behind the first melee wave, looking for short trades when an enemy oversteps or uses a key spell. Snowball is a punish tool, not a blind engage; he holds the second cast if the enemy groups with crowd control ready. Augments help him reach targets, survive burst, or extend melee uptime. He pushes when his team has safer waveclear and the enemy lacks poke or engage, and stalls when his backline is outranged or his health is too low. When ahead, he stands between the enemy wave and their carries only when his escape is ready. When behind, he lets the wave come in and contests only when the enemy oversteps. His pre-six goal is to arrive at level six with enough health, Fury, and confidence to threaten an all-in once the enemy’s strongest stopping spell is used. From levels seven to eleven, Tryndamere’s best stage, he creates chaos by working from the side of the lane, brush, or a minion gap so the enemy must turn to face him. He enters a half second after the first crowd control lands on his frontline. Trades are longer but require a reason: high Fury, a separated carry, or poke already landed. He hits the nearest valuable target first, and after Undying Rage is forced, he finishes, spins out, or heals without hesitation. Snowball becomes a real engage and reset tool used to bypass the frontline, but he checks the landing zone for layered crowd control before taking it. Mid-game augments shape his fight plan—durability augments allow starting fights earlier and soaking attention, while damage or crit-focused power calls for waiting for a cleaner angle to delete one target. He pushes hard after a won skirmish to convert kills into tower damage, and stalls when his ultimate is down or the team lacks follow-up. When ahead, he holds the side angle with high Fury to punish anyone who steps up. When behind, he stands near his own carries, punishing divers who enter his side. By the end of this stage, he identifies the enemy’s main anti-Tryndamere answer—hard crowd control, exhaust, slows, or a kiting champion—and starts his next fights only after that answer is used, missed, or forced onto someone else. Late game, level twelve and beyond, Tryndamere plays as a finisher, not a front dummy. He stays outside direct poke range, uses brush, and threatens side entries where the enemy carry cannot stand safely behind bodies. He waits for his team to create displacement, poke damage, or a missed enemy engage before committing. Late fights are shorter and more punishing; he builds Fury on minions when safe, then holds it for a moment when an enemy carry oversteps. Snowball is a fight-deciding spell—a hit on the correct carry can win instantly, but a forced second cast into five champions loses the game. He uses it after the enemy reveals their formation. Late augments are held for the decisive entry or post-ultimate exit. He pushes only when he has numbers, health, and a wave that can reach the structure, and stalls with threat posture when his ultimate is unavailable. When ahead, he denies space by standing where the enemy carry wants to stand, forcing bad positioning.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Tryndamere in ARAM must manage his aggression based on whether he is ahead or behind. When ahead, build Fury safely on minions and look for a flank angle with Snowball or Spinning Slash rather than walking straight down the middle, as that gives free poke and makes your ultimate a defensive button instead of a kill timer. Wait for an enemy carry to use mobility, crowd control, or a major peel spell, then commit quickly to force them to spend Flash, stasis, shields, or exhaust. Even without an instant kill, you create a winning window because their escape tools are down. Avoid overcommitting past the second enemy turret zone unless your ultimate is ready and your team can punish the collapse. Do not burn Spinning Slash to farm; use each minion wave as a launch pad. If the enemy team is tightly grouped with disengage tools, do not be first in. Walk at an angle, hold Spinning Slash, and let your team draw defensive spells first. After a kill or forced retreat, decide immediately whether to continue or reset. If the next target is within range and your team advances, keep swinging. If enemies space out, use Spinning Slash defensively and recover behind your wave. The biggest ahead mistake is treating every dive as permission to 1v5. Use augments for sticking power, movement speed, or extra dashes to cover getting kited, but do not spend all mobility at once. Defensive augments like sustain or shielding let you take longer trades before committing ultimate, preserving it for the lethal window. When holding a large shutdown, play disciplined: take the guaranteed kill or turret damage, not a deep dive that hands a bounty to a scaling enemy. When behind, you cannot pretend to be a raid boss. Your strength lies in short windows after enemies waste control, a low-health target mispositions, or your team creates distraction. Avoid taking free damage to hit minions; last-hit when the wave reaches you and use Spinning Slash defensively to preserve health for the real fight. Without ultimate or health, your all-in becomes forced and predictable. Do not fish for hero plays. Stand behind your frontline or near carries, punishing divers instead. If the enemy carry has a bounty but is protected by multiple peel, hit the nearest target to build Fury, use Mocking Shout to punish overcommitted enemies, and wait for your team’s crowd control. The losing play is spending Snowball into the carry while all their answers are ready. When your team is engaged on, peel by counterattacking the closest threat; your damage forces divers to respect you and your slow can punish overextended enemies. Use defensive augments to buy time before Undying Rage, not after you are trapped. Save at least one movement tool for after the enemy reacts; behind Tryndamere loses when his first engage fails and he has no second touch. Damage-only augments are strong only if you can actually attack; play around brush control and teammate crowd control, letting enemies overextend instead of starting fights from max range. If your team loses a member before the fight, back off unless an enemy is critically low and isolated; giving one turret plate is recoverable, but another death plus ultimate cooldown can lock the game out. The comeback window comes after the enemy uses major ultimates or long defensive tools. Enter slower, let your team poke first, then force a fight while their strongest answers are missing. Even without being fed, one carry without peel must respect your critical strikes and invulnerability.

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Champion Background

Lore / Identity / Text block

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Tryndamere the Barbarian King’s identity in ARAM: Mayhem revolves around a core resource cycle that defines when he is a threat and when he is vulnerable. His power is built through Fury, a resource that increases with every attack, last hit, or fight participation. Fury acts as his real engage meter: when full or nearly full, he can dive onto backline carries with confidence; when empty, he must first stack Fury on minions or front-line targets before committing to a trade. His sustain ability converts that Fury into healing, making the timing of that heal a constant tradeoff between damage pressure and survivability. Using it early at low Fury provides minimal recovery while squandering the damage bonus needed to secure kills, but saving it until after taking burst can extend his presence in a fight. His mobility tool allows him to close distance or escape, but it also represents his biggest risk because using it poorly leaves him as a slow melee champion walking through skillshots and crowd control. The cleanest approach is to stack Fury first, then use the mobility to reach a priority target, auto-attack until the target tries to flee, apply a slow and damage reduction if the enemy turns away, and only then use the heal either after the kill or when the next burst window would otherwise be fatal. His ultimate grants a short window of invulnerability that lets him keep fighting at lethal health, but it must be treated as a planned dive tool rather than a panic button. Activating it too late results in death; activating it too early allows enemies to kite out the duration and kill him after it ends. The best timing is just before burst would delete him, ideally after he has already committed with his mobility and built enough damage pressure. Throughout the fight, every ability use is punished if mistimed. A wasted heal removes his Fury and leaves him with low threat and no immediate sustain, giving enemies the opportunity to kite, exhaust his ultimate, or force a retreat. A wasted slow allows carries to escape his first dive. A wasted mobility leaves him stranded, forcing him to walk through slows and skillshots while enemies force his ultimate before he ever reaches his target. And a wasted ultimate removes his biggest threat from the map, letting the enemy team poke him low, deny his angles, and fight while he either stays far back or dies before his auto-attacks matter. In Mayhem, Tryndamere’s success depends entirely on reading when to build Fury, when to commit, and when to back off, with every ability use carrying clear tradeoffs between aggression and safety.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Tryndamere in ARAM: Mayhem punishes panic more than almost any melee carry. The champion looks simple because he can refuse death for a short window, but most bad Tryndamere games come from spending that window for nothing, dashing into the wrong angle, or healing at the exact moment you needed threat. The most common mechanical mistake is activating Undying Rage after you are already hard-controlled or after burst has fully landed. This causes you to either die before the cast goes off or survive with no movement or target access. Press it before the lethal crowd control chain finishes, especially when committing into multiple enemies. If you used it late but survived, stop chasing immediately and retreat toward your team. Another frequent error is using Spinning Slash only as an opener from max range, leaving no escape if the enemy flashes or peels. Instead, walk up when your team creates pressure, then use the dash to follow a key escape, dodge a major skillshot, or cross the final gap onto a low-health carry. If you dashed in too early, hit the nearest safe target for rage, angle sideways out of the enemy skillshot line, and save Undying Rage for when they commit damage. Burning Bloodlust healing too early while still safe and needing damage threat loses pressure and makes trades softer. Hold the heal until it changes a trade, saves you after poke, or lets you stay on the map for the next fight. If you healed early, stop front-lining and let someone else absorb the first spell rotation. Pressing Mocking Shout without checking enemy movement causes the slow to miss; use it when enemies are trying to kite away or retreat through a narrow angle. If wasted, switch targets instead of tunnel chasing. Ignoring basic attack spacing while slowed or knocked back makes your ultimate feel useless; take short attack-move steps, hug side angles, and choose targets that do not drag you through the entire enemy formation. Using Snowball as a blind dive into five ready enemies forces you to arrive before your team can follow; treat it as follow-up or flank access when the enemy backline is distracted or missing peel. Standing still during Undying Rage invites enemies to time crowd control for when it ends; use the window to finish a realistic target, move toward a safe exit, or force enemies away from your carries. Beyond mechanics, decision mistakes include diving the backline every fight regardless of enemy composition, which wastes your kit against heavy peel. Decide before each fight whether you are a diver, cleanup threat, or bruiser hitting the nearest target. Starting fights from the center of the lane into full vision allows ranged champions to pre-aim crowd control; use brush, minion waves, and side positioning to shorten distance. Fighting only because Undying Rage is available leads to committing into bad numbers or poor wave position; check whether your team can follow, you can reach a target that matters, and you have a path out after the ultimate ends. Chasing low-health champions past the enemy team after your ultimate expires turns one possible kill into a guaranteed death; chase only when you can finish quickly or your team is close enough to punish the collapse. Ignoring enemy anti-melee tools when choosing augments, items, or fight plans results in damage that never connects; build around the problem you face, and if your setup feels wrong, change your play pattern first by playing off allied crowd control.

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FAQ

Tryndamere

FAQ

Is Tryndamere a good pick in ARAM: Mayhem? Yes, if your team can create messy fights where he reaches targets instead of getting poked forever. Pick him when you have engage, speed, shields, or other threats that force enemies to split attention. The tradeoff is that he looks useless when your team only waits under tower and lets the enemy kite for free. What is Tryndamere’s main job in Mayhem fights? Your job is to turn one opening into a backline collapse. Wait for a carry to step past their peel, then commit hard with your gap close and force them to spend crowd control or mobility. If you dive too early, the enemy saves every slow, stun, and exhaust-style answer for you and your ultimate gets wasted defensively. Should I build Tryndamere for damage or durability? Start from damage, then add survival if you are getting locked down before you can swing. Critical strike, attack speed, and on-hit style pressure help you actually threaten kills during your invulnerability window. If the enemy has heavy point-and-click control or layered slows, one defensive item can be worth more than another damage spike because it lets you stay in range.

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