ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T2 Rank #42

Briar ARAM Mayhem Build & Best Augments

Briar role and playstyle: baseline role is AD fighter tank, 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 dash mobility. 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.

Briar Briar the Restrained Hunger Fighter / Tank / Mage
TierT2
Rank#42
Win Rate51.02%
Pick Rate0.36%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

Win Rate58.20%
Pick Rate16.70%
#2
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate57.75%
Pick Rate9.27%
#3
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

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

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

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

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

Win Rate60.74%
Pick Rate5.32%

Situational itemstop 12

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

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

58.37%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

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

58.46%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

59.09%
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

55.93%
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%.

59.63%
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%.

56.25%
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.

61.54%
Sterak's Gage Sterak's Gage Sterak's Gage
Total Price
3,200
Price
775

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

55.99%
Black Cleaver Black Cleaver Black Cleaver
Total Price
3,000
Price
225

+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.

62.27%
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.

59.83%
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%.

53.35%
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.

55.78%

Starting items

Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

60.43%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

60.43%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

52.96%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

52.96%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

54.60%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

54.60%

Core items

#1
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

Win Rate56.25%
Pick Rate14.58%
#2
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate55.46%
Pick Rate5.24%
#3
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

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%.

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

Win Rate53.73%
Pick Rate4.56%

Situational itemstop 12

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

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

53.42%
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

53.62%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

56.09%
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%.

56.28%
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.

55.68%
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%.

54.07%
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.

53.40%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

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

58.38%
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%.

50.32%
The Collector The Collector The Collector
Total Price
3,000
Price
525

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

58.46%
Black Cleaver Black Cleaver Black Cleaver
Total Price
3,000
Price
225

+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.

61.46%
Endless Hunger Endless Hunger Endless Hunger
Total Price
3,100
Price
825

+65 Attack Damage +5% Omnivamp 20% Tenacity Famine Gain Ability Haste based on your Bonus AD. Feast When a champion that you damaged recently dies, gain Omnivamp for a moderate duration.

58.37%

Starting items

Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

55.10%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

55.10%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

51.00%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

51.00%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

52.83%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

52.83%

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate58.72%
Pick Rate18.35%
#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

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 Rate46.30%
Pick Rate6.90%
#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%.

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%.

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

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

Win Rate49.29%
Pick Rate6.23%

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%.

49.90%
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%.

52.50%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

53.48%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

50.98%
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.

50.27%
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%.

49.23%
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.

40.57%
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.

47.06%
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.

46.89%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

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

46.88%
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

53.35%
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.

51.31%

Starting items

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

+350 Health

52.94%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

52.94%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

50.40%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

50.40%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

50.40%
Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

48.76%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

48.76%

Core items

#1
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

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

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

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

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

Win Rate47.03%
Pick Rate27.37%
#2
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate48.25%
Pick Rate22.91%
#3
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

Win Rate52.80%
Pick Rate1.96%

Situational itemstop 12

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.

50.93%
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.

51.16%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

50.55%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

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

49.72%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

50.77%
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%.

48.21%
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.

54.42%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

52.99%
Profane Hydra Profane Hydra Profane Hydra
Total Price
2,850
Price
313

+55 Attack Damage 18 Lethality +10 Ability Haste Cleave Attacks deal physical damage to nearby enemies. Heretical Cleave Deal physical damage around you.

61.04%
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

54.35%
Edge of Night Edge of Night Edge of Night
Total Price
3,000
Price
850

+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.

49.55%
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.

48.06%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

48.51%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

48.51%
Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

56.27%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

56.27%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

51.72%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

51.72%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
57.64%
Pick Rate
6.40%
Games
569

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

View augment details
GoldT157.64%6.40%569
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.78%
Pick Rate
3.89%
Games
346

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
PrismaticT155.78%3.89%346
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
55.56%
Pick Rate
4.25%
Games
378

Grants 20% heal and shield power .

View augment details
SilverT155.56%4.25%378
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
55.52%
Pick Rate
9.28%
Games
825

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
GoldT155.52%9.28%825
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
54.84%
Pick Rate
8.94%
Games
795

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

View augment details
SilverT154.84%8.94%795
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
53.95%
Pick Rate
10.67%
Games
949

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
GoldT153.95%10.67%949
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.85%
Pick Rate
4.68%
Games
416

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT153.85%4.68%416
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
53.66%
Pick Rate
5.22%
Games
464

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

View augment details
GoldT153.66%5.22%464
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
53.59%
Pick Rate
12.53%
Games
1,114

Gain 15% omnivamp .

View augment details
SilverT153.59%12.53%1,114
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
53.52%
Pick Rate
4.31%
Games
383

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
PrismaticT153.52%4.31%383
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
53.27%
Pick Rate
4.48%
Games
398

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

View augment details
GoldT153.27%4.48%398
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
53.25%
Pick Rate
11.26%
Games
1,001

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
GoldT153.25%11.26%1,001
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.13%
Pick Rate
4.49%
Games
399

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

View augment details
PrismaticT153.13%4.49%399
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
52.96%
Pick Rate
22.77%
Games
2,024

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

View augment details
GoldT152.96%22.77%2,024
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.84%
Pick Rate
8.52%
Games
757

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

View augment details
PrismaticT152.84%8.52%757
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
52.74%
Pick Rate
4.93%
Games
438

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

View augment details
SilverT152.74%4.93%438
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
52.52%
Pick Rate
5.14%
Games
457

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

View augment details
SilverT152.52%5.14%457
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
52.27%
Pick Rate
9.17%
Games
815

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

View augment details
GoldT152.27%9.17%815
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
52.16%
Pick Rate
5.46%
Games
485

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

View augment details
GoldT152.16%5.46%485
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.71%
Pick Rate
5.59%
Games
497

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

View augment details
PrismaticT151.71%5.59%497
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
51.52%
Pick Rate
5.92%
Games
526

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
GoldT151.52%5.92%526
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
50.97%
Pick Rate
4.06%
Games
361

Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%.

View augment details
GoldT150.97%4.06%361
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
50.94%
Pick Rate
9.56%
Games
850

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT150.94%9.56%850
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
50.92%
Pick Rate
5.48%
Games
487

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
SilverT150.92%5.48%487
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
50.59%
Pick Rate
4.80%
Games
427

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
GoldT150.59%4.80%427
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
50.47%
Pick Rate
8.31%
Games
739

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
GoldT150.47%8.31%739
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.24%
Pick Rate
6.92%
Games
615

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

View augment details
PrismaticT150.24%6.92%615
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
49.91%
Pick Rate
5.97%
Games
531

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
GoldT149.91%5.97%531
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
49.58%
Pick Rate
9.42%
Games
837

Grants 60% bonus attack speed .

View augment details
SilverT149.58%9.42%837
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
48.37%
Pick Rate
5.51%
Games
490

Grants 18% armor penetration and magic penetration .

View augment details
GoldT148.37%5.51%490
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
47.78%
Pick Rate
4.57%
Games
406

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

View augment details
SilverT147.78%4.57%406
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
45.75%
Pick Rate
3.84%
Games
341

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT145.75%3.84%341
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
59.28%
Pick Rate
2.18%
Games
194

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

View augment details
PrismaticT259.28%2.18%194
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
59.19%
Pick Rate
2.51%
Games
223

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

View augment details
GoldT259.19%2.51%223
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
58.96%
Pick Rate
1.95%
Games
173

Gain 2 Stat Anvils .

View augment details
SilverT258.96%1.95%173
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
58.72%
Pick Rate
3.16%
Games
281

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

View augment details
GoldT258.72%3.16%281
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
58.71%
Pick Rate
2.97%
Games
264

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

View augment details
SilverT258.71%2.97%264
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
57.23%
Pick Rate
1.79%
Games
159

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
SilverT257.23%1.79%159
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
56.46%
Pick Rate
3.31%
Games
294

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

View augment details
PrismaticT256.46%3.31%294
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
56.25%
Pick Rate
3.24%
Games
288

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
SilverT256.25%3.24%288
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
55.95%
Pick Rate
1.89%
Games
168

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

View augment details
PrismaticT255.95%1.89%168
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
55.70%
Pick Rate
2.67%
Games
237

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
GoldT255.70%2.67%237
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
55.68%
Pick Rate
1.98%
Games
176

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
GoldT255.68%1.98%176
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
55.26%
Pick Rate
2.99%
Games
266

Grants 50% critical strike chance .

View augment details
GoldT255.26%2.99%266
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
54.66%
Pick Rate
1.81%
Games
161

Gain 1750 upon acquiring this augment.

View augment details
GoldT254.66%1.81%161
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
54.60%
Pick Rate
1.96%
Games
174

Increases attack damage by 20% .

View augment details
SilverT254.60%1.96%174
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
53.69%
Pick Rate
1.68%
Games
149

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

View augment details
SilverT253.69%1.68%149
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
53.39%
Pick Rate
2.65%
Games
236

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
SilverT253.39%2.65%236
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.71%
Pick Rate
2.28%
Games
203

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
PrismaticT252.71%2.28%203
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
52.26%
Pick Rate
1.74%
Games
155

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
GoldT252.26%1.74%155
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
52.20%
Pick Rate
1.79%
Games
159

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
GoldT252.20%1.79%159
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
51.52%
Pick Rate
1.86%
Games
165

Grants 60 ability haste .

View augment details
GoldT251.52%1.86%165
Upgrade Sheen Upgrade Sheen Upgrade Sheen Gold
Rarity
Gold
Tier
T4
Win Rate
51.35%
Pick Rate
2.91%
Games
259

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
GoldT251.35%2.91%259
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.13%
Pick Rate
2.49%
Games
221

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
PrismaticT251.13%2.49%221
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
50.77%
Pick Rate
2.92%
Games
260

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

View augment details
SilverT250.77%2.92%260
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
50.50%
Pick Rate
2.25%
Games
200

Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal).

View augment details
GoldT250.50%2.25%200
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
50.27%
Pick Rate
2.06%
Games
183

Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields .

View augment details
PrismaticT250.27%2.06%183
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
49.38%
Pick Rate
1.82%
Games
162

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
GoldT249.38%1.82%162
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
49.21%
Pick Rate
2.13%
Games
189

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

View augment details
GoldT249.21%2.13%189
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.11%
Pick Rate
1.90%
Games
169

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
PrismaticT249.11%1.90%169
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
49.03%
Pick Rate
1.74%
Games
155

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
SilverT249.03%1.74%155
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
48.82%
Pick Rate
1.91%
Games
170

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
GoldT248.82%1.91%170
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
47.84%
Pick Rate
2.87%
Games
255

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
GoldT247.84%2.87%255
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
47.72%
Pick Rate
2.22%
Games
197

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

View augment details
GoldT247.72%2.22%197
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
47.55%
Pick Rate
3.22%
Games
286

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT247.55%3.22%286
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
47.37%
Pick Rate
2.99%
Games
266

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
GoldT247.37%2.99%266
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
46.88%
Pick Rate
2.16%
Games
192

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

View augment details
GoldT246.88%2.16%192
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
46.64%
Pick Rate
2.68%
Games
238

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

View augment details
GoldT246.64%2.68%238
Master of Duality Master of Duality Master of Duality Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.09%
Pick Rate
2.59%
Games
230

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
PrismaticT246.09%2.59%230
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
40.97%
Pick Rate
2.55%
Games
227

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

View augment details
SilverT240.97%2.55%227
Circle of Death Circle of Death Circle of Death Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
62.00%
Pick Rate
1.12%
Games
100

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

View augment details
PrismaticT362.00%1.12%100
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
61.81%
Pick Rate
1.62%
Games
144

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
GoldT361.81%1.62%144
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
59.78%
Pick Rate
1.03%
Games
92

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
PrismaticT359.78%1.03%92
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
58.97%
Pick Rate
0.88%
Games
78

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
PrismaticT358.97%0.88%78
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
58.88%
Pick Rate
1.20%
Games
107

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

View augment details
GoldT358.88%1.20%107
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
58.62%
Pick Rate
1.30%
Games
116

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
PrismaticT358.62%1.30%116
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
58.62%
Pick Rate
0.98%
Games
87

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

View augment details
SilverT358.62%0.98%87
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
57.41%
Pick Rate
1.21%
Games
108

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

View augment details
PrismaticT357.41%1.21%108
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
57.14%
Pick Rate
1.42%
Games
126

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

View augment details
PrismaticT357.14%1.42%126
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
56.12%
Pick Rate
1.10%
Games
98

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

View augment details
SilverT356.12%1.10%98
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
56.07%
Pick Rate
1.20%
Games
107

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

View augment details
PrismaticT356.07%1.20%107
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
55.80%
Pick Rate
1.55%
Games
138

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
SilverT355.80%1.55%138
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
55.65%
Pick Rate
1.39%
Games
124

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
GoldT355.65%1.39%124
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
54.02%
Pick Rate
0.98%
Games
87

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
SilverT354.02%0.98%87
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
53.79%
Pick Rate
1.48%
Games
132

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
GoldT353.79%1.48%132
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.64%
Pick Rate
1.24%
Games
110

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
PrismaticT353.64%1.24%110
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
52.59%
Pick Rate
1.52%
Games
135

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

View augment details
SilverT352.59%1.52%135
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.51%
Pick Rate
1.16%
Games
103

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT349.51%1.16%103
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.84%
Pick Rate
0.97%
Games
86

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
PrismaticT348.84%0.97%86
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.73%
Pick Rate
1.48%
Games
132

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

View augment details
PrismaticT347.73%1.48%132
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
47.57%
Pick Rate
1.16%
Games
103

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

View augment details
GoldT347.57%1.16%103
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
47.29%
Pick Rate
1.45%
Games
129

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT347.29%1.45%129
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
47.20%
Pick Rate
1.41%
Games
125

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

View augment details
GoldT347.20%1.41%125
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.75%
Pick Rate
0.87%
Games
77

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
PrismaticT346.75%0.87%77
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
46.72%
Pick Rate
1.37%
Games
122

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

View augment details
GoldT346.72%1.37%122
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
46.56%
Pick Rate
1.47%
Games
131

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
GoldT346.56%1.47%131
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
45.45%
Pick Rate
0.87%
Games
77

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

View augment details
GoldT345.45%0.87%77
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
44.66%
Pick Rate
1.16%
Games
103

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
SilverT344.66%1.16%103
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
43.40%
Pick Rate
1.19%
Games
106

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
PrismaticT343.40%1.19%106
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
41.38%
Pick Rate
0.98%
Games
87

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
GoldT341.38%0.98%87
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
37.65%
Pick Rate
0.96%
Games
85

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

View augment details
GoldT337.65%0.96%85
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
62.12%
Pick Rate
0.74%
Games
66

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
SilverT462.12%0.74%66
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
61.19%
Pick Rate
0.75%
Games
67

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
SilverT461.19%0.75%67
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
60.38%
Pick Rate
0.60%
Games
53

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
GoldT460.38%0.60%53
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
59.62%
Pick Rate
0.58%
Games
52

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

View augment details
SilverT459.62%0.58%52
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
57.81%
Pick Rate
0.72%
Games
64

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
GoldT457.81%0.72%64
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
57.14%
Pick Rate
0.63%
Games
56

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

View augment details
SilverT457.14%0.63%56
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
55.71%
Pick Rate
0.79%
Games
70

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT455.71%0.79%70
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
52.38%
Pick Rate
0.71%
Games
63

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
GoldT452.38%0.71%63
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
50.79%
Pick Rate
0.71%
Games
63

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
SilverT450.79%0.71%63
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
50.00%
Pick Rate
0.61%
Games
54

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

View augment details
SilverT450.00%0.61%54
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
49.06%
Pick Rate
0.60%
Games
53

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

View augment details
SilverT449.06%0.60%53
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
47.69%
Pick Rate
0.73%
Games
65

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
GoldT447.69%0.73%65
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.27%
Pick Rate
0.62%
Games
55

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
PrismaticT447.27%0.62%55
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
45.45%
Pick Rate
0.74%
Games
66

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

View augment details
SilverT445.45%0.74%66
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
44.62%
Pick Rate
0.73%
Games
65

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
GoldT444.62%0.73%65
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.86%
Pick Rate
0.64%
Games
57

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

View augment details
PrismaticT443.86%0.64%57
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
41.43%
Pick Rate
0.79%
Games
70

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

View augment details
GoldT441.43%0.79%70

Briar Skill Combos

Extracted from the skill order guide

Skill Order
RQWE

R > Q > W > E

RWQE

R > W > Q > E (specifically for Attack Speed or On-Hit Augments)

Briar Counters

Counters and threats extracted from the matchup guide

Counters

Counters

4

Briar counters these champions in ARAM: Mayhem.

Yuumi Yuumi Yuumi T3
Tier
T3
Rank
#104
Win Rate
49.32%
Pick Rate
0.48%

Yuumi is an attach support who turns one strong teammate into a much harder target to kill. Her job is to stay linked to the right carry, add steady protection and poke, then swap hosts when the fight moves or the first partner is no longer safe. Her signature pattern is simple: attach, help your host trade, and only detach when there is a clear reason to reposition or follow a better engage. In ARAM: Mayhem, fights are faster and messier, so Yuumi rewards calm target selection more than fancy mechanics. Pick the teammate who can actually use your help, ride their aggression, and avoid getting stranded when the brawl breaks apart. View champion guide

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

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

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

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

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

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

Read counter details

Countered By

5

Briar is countered by these champions in ARAM: Mayhem.

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

Vex Vex Vex T2
Tier
T2
Rank
#44
Win Rate
51.87%
Pick Rate
0.41%

Vex is a mid-range burst mage who punishes enemies for jumping in and turns one good fear into a full engage. Her job is to poke safely, hold her fear for divers or clumped targets, then follow a marked enemy with her ultimate when the fight is already tilting in her favor. Her signature pattern is simple: threaten space, wait for someone to dash or overstep, land crowd control, then burst before they can reset. In ARAM: Mayhem, constant grouped fights make that pattern stronger but riskier. Vex gets more chances to hit multiple enemies and chain into messy skirmishes, but she also has less room to hide after committing. Play patient, save your fear for the first real engage, and only dive with your ultimate when your team can follow. 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

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

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

Alistar Alistar Alistar T3
Tier
T3
Rank
#87
Win Rate
49.65%
Pick Rate
0.65%

Alistar is a frontline engage tank who wins fights by forcing the enemy to stand where they do not want to be. His signature pattern is simple: go in, knock targets up, shove a priority enemy into danger, then soak the return damage while his team follows. He is easy to understand, but the timing matters. If you commit before allies are in range, you just donate your health bar. In ARAM: Mayhem, Alistar plays faster and more aggressively than a standard tank because fights break out constantly and augments can push him toward harder engage, better durability, or more disruptive peel. Look for clumped enemies, punish carries who step past their frontline, and use Snowball-style access when available to start from angles they cannot comfortably dodge. When your team is behind, shift from hard engage to bodyguard duty: interrupt divers, peel for your main damage dealer, and only re-engage after the enemy spends key crowd control. View champion guide

Read counter details

Briar Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Briar Briar Briar T2
Tier
T2
Rank
#42
Win Rate
51.02%
Pick Rate
0.36%

Briar is an all-in fighter who turns one good engage into a messy chase. She wants to mark a target, commit hard, and heal through the brawl while the enemy team tries to peel her off. Her signature pattern is simple: find an isolated or already-controlled enemy, dive in, keep hitting, then use the chaos to snowball into the next target. In ARAM: Mayhem, Briar gets more chances to fight, but she also gets punished faster for bad target choice. The narrow lane makes her engages easy to follow, yet it also means five enemies can focus her the moment she runs too deep. Play her like a hungry cleanup bruiser, not a blind opener: wait for crowd control, cooldowns, or low-health targets, then commit and force the enemy team to answer you immediately. View champion guide

What Briar Needs From Her Team

Hard Follow-Up: She commits first. If teammates hesitate, she dies.

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

Gragas Gragas Gragas T3
Tier
T3
Rank
#96
Win Rate
49.46%
Pick Rate
0.50%

Gragas is a flexible brawler-mage who can start fights, peel divers, and punish clumped enemies with explosive displacement. His core pattern is simple: fish with barrels, threaten a body slam engage when someone steps too far forward, then use his ultimate to split the enemy team or knock a priority target into danger. In ARAM: Mayhem, Gragas gets more chances to matter because fights happen constantly and enemies are often packed into narrow space. He can build toward burst when his team needs damage, or play bulkier when he is the main frontline. The key is patience. If you throw everything at the first target you see, good players walk past you after your combo. Hold your engage until an enemy carry is trapped, a diver commits, or your team is ready to follow the knockback. View champion guide

Hard Follow-Up: She commits first. If teammates hesitate, she dies. Disengage or Counter-Engage: If she dives a fed carry and gets peeled, she needs a Zilean or Gragas to turn the enemy counter-attack into a second fight. Anti-Poke Support: She has no answer to heavy poke before level 6. She needs a healer or a shielder to bridge the gap until she can force an all-in. Top Teammate Synergies Zilean (Speed and Resurrection Safety Net)

Synergy Mechanism: Zilean is arguably Briar's best partner in Mayhem. The speed boost from Time Warp allows Briar to close the gap during her ultimate or W activation, often reaching targets before they can react. More importantly, Chronoshift (R) solves Briar's biggest weakness: over-committing. If Briar dives the backline and gets burst down, Zilean brings her back up with full health, resetting the fight while enemy cooldowns are down.

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

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

Ornn (Setup and Upgrade Value)

Synergy Mechanism: Ornn provides the reliable crowd control Briar lacks. His R knocks enemies up in a line, grouping them perfectly for Briar to land a multi-man fear or just cleave through them with her W. In Mayhem, Ornn also provides item upgrades, which makes Briar's mid-game spike even more terrifying.

Soraka Soraka Soraka T3
Tier
T3
Rank
#77
Win Rate
50.36%
Pick Rate
0.55%

Soraka the Starchild is a backline enchanter who wins fights by keeping allies alive longer than the enemy expects. Her core pattern is simple: stay behind your frontline, tag enemies when it is safe, silence or zone threats trying to dive, and spend your healing at the moment it denies a kill. In ARAM: Mayhem, the constant grouped fighting makes Soraka feel powerful but also very punishable. She shines when her team can protect a stable backline and take extended trades. She struggles when assassins, hard engage, or poke force her to heal too early. Play patiently, value positioning over greed, and make enemies commit badly before you spend your biggest saves. View champion guide

Soraka (Sustain to Ignore Poke)

Synergy Mechanism: Briar has no range and no sustain outside of her lifesteal, which only works if she is attacking something. Soraka allows Briar to survive the pre-6 poke phase. Once Briar hits 6, Soraka's global R allows Briar to dive towers or deep backlines without instantly dying to burst.

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

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

Yasuo (The Ultimate Combo)

Synergy Mechanism: This is a classic "knockup into ult" combo. Briar's R applies a slow and knockback, and her E can sometimes disrupt positioning, but Ornn or Malphite are better setup. However, Yasuo works well with Briar because he can follow her dive instantly. Once Briar creates chaos, Yasuo uses his E to dash through the fight, using his windwall to block the crucial auto-attacks or projectiles that would kill Briar during her channel.

Lillia Lillia Lillia T1
Tier
T1
Rank
#1
Win Rate
57.84%
Pick Rate
0.75%

Lillia the Bashful Bloom is a swift AP skirmisher who wins fights by brushing enemies with repeated spell hits, building movement momentum, spreading dream dust, then turning a good angle into a multi-target sleep setup. Her fantasy is not standing still and trading; she dances at the edge of danger, tags several champions, and punishes teams that clump in the lane. In ARAM: Mayhem, Lillia feels much more fight-focused than on a normal map. The narrow bridge gives her more frequent chances to land sweeping area damage and set up teamwide follow-up, while constant brawls mean her mobility rhythm matters every wave. Snowball can create sudden entry windows for sleep setups or finishing swings, but mistiming it often drops her directly into crowd control before she can kite back out. Hextech augments amplify her identity: effects that reward repeated casting, movement, survivability, or extended combat let her keep circling fights instead of committing once and dying. The main mistake is treating her like a front-line engager; the safer pattern is to tag, drift out, wait for enemy control tools to miss, then re-enter when allies can follow the sleep. If an engage fails, reset behind the wave, rebuild spacing, and look for the next clumped fight rather than forcing a solo dive. View champion guide

Lillia (Speed and Spread Damage)

Synergy Mechanism: Lillia and Briar form a "run at you" composition. Lillia's passive burns enemies and her speed boost from Q makes her hard to catch. She can initiate with her R, putting enemies to sleep. Briar then runs in while they are asleep, guaranteeing a clean engage. The speed boost from Lillia's movespeed also helps Briar stick to targets.

Briar ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role and TempoPlays patient, waiting for enemies to step out of position before engaging. Functions as a sustained bruiser who slowly grinds down the enemy frontline.Shifts from patient fisherman to primary engage threat and burst diver. The window to wait shrinks because enemies with damage augments will delete your team.Stop waiting for perfect engages; create chaos immediately or get punished by enemy damage augments.
Skill UsageCan afford to burn E somewhat freely since the cooldown isn't punishing. Prioritizes W max for sustain and consistent damage output.E cooldown becomes a vulnerability window as enemies punish you when stuck in frenzy. Save E for guaranteed engages or emergency disengages only.Treat E as a critical resource; being stuck in frenzy with no escape means death.
Augment InfluenceNo equivalent system exists. Briar plays as a consistent stat-check brawler who wins through lifesteal and sustained fighting.Healing augments enable raid boss dives while damage augments transform her into an assassin. Playstyle must adapt to augment type immediately.Identify your augment type and commit fully to either outlasting or assassinating.
Snowball RiskPrimary engage tool that is reliable and low-risk. Land it on a squishy, fly in, pop W, and hope your team follows.A calculated risk rather than free engage. Increased damage means you can get burst down before W healing kicks in.Track enemy burst augments and crowd control before committing to Snowball engages.
Build AdaptationBuilds for sustain and survivability with Ravenous Hydra, Sterak's Gage, and tank items for extended brawls.Power spikes arrive faster, favoring aggressive builds. Match runes and items to augments rather than using a static build.Don't autopilot builds; adapt itemization and runes to complement your augment path.
Target SelectionOften hits whatever is closest since W forces attacks on the nearest target. Positioning is about hovering at E range.Requires careful setup. Enemy carries with defensive augments or Zhonya's can trap you. Use Q stun to redirect frenzy to the right target.E directly to the squishiest, least-augmented target and use Q to lock them down.

Champion Analysis

Role / Current performance

Overview

Briar the Restrained Hunger is a melee fighter-assassin in Hextech Mayhem, known for explosive burst damage and excellent sustainability. She is a special Noxian experiment, an artificial lifeform created through dark alchemy with a rampaging Darkin beast sealed inside her. This duality drives her gameplay: she has innocent curiosity but frequently loses control when the Darkin power emerges. Her passive, Blood Frenzy, grants bonus lifesteal at low health, making her sustainability grow stronger as fights continue. Her Q, Headbutt, serves as her core mobility and damage tool, charging forward and damaging enemies in her path for engaging and chasing. Her W, Chilling Scream, provides crowd control by fearing nearby enemies, which is useful for interrupting abilities and initiating fights. Her E, Bloodbath, heals Briar and grants a shield when she has not attacked recently, giving her sustain between fights. Her ultimate, Certain Death, releases the sealed Darkin power, entering a frenzied state with massive attack damage, attack speed, and lifesteal bonuses while becoming immune to crowd control. In Hextech Mayhem, an ulting Briar is like an uncontrollable beast rampaging through the enemy team, nearly impossible to stop. Her straightforward yet devastating ultimate makes her one of the most terrifying melee fighters in the mode. Briar shares thematic connections with fellow Noxian blood-magic champion Vladimir. In practice, Briar’s strategic value lies in her ability to dive into the enemy team, absorb damage with her passive and E, and then become a monstrous threat once she activates Certain Death. Her fear from Chilling Scream allows her to disrupt enemy formations and peel for herself. Her sustain.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Briar the Restrained Hunger thrives on chaos in ARAM: Mayhem, but blind aggression loses games. As the primary engage tool for your team, look for angles where your ultimate can hit a high-priority mage or marksman. Cooldowns are fast, but death timers are punishing, so wait for the enemy to waste a major crowd control ability before using Snack Bar ultimate to start the fight. Always charge Chilling Scream before going in—a fully charged scream fears enemies and sets up a clean ultimate entry or forces them to burn Flash. Without the fear, you often get kited to death before your blood frenzy does real work. Positioning is critical in the single lane: use bushes to break line of sight against poke champions like Ziggs or Xerath. When pushing the wave, stand to the side of minions to avoid splash damage, and use the minion wave as a shield for Head Rush dashes. Bait out hooks or skill-shot stuns from behind minions before committing. Snowball is your backup engage and only reliable gap-closer if ultimate is down; do not waste it on poke. Save it for when an enemy oversteps, then follow the pattern: Snowball to close, auto-attack, then Head Rush to stun. Against slippery champions like Ezreal or Tristana, hold Snowball until they use their escape or you will be stranded. Target selection is critical because once ultimate lands or frenzy activates, you lose control of attacks. Always aim for the squishiest, highest-damage target—ulting a tank forces you to chew on them while their backline kills you. If stuck in a bad frenzy, use Chilling Scream to push enemies away, creating distance even while auto-attacking. The lifesteal from frenzy can save you if you switch to a low-health enemy. You do not have to be the initiator; if your team has better engage, play counter-engage by ulting the backline carries who step up to damage your frontline. Your scream also serves as a powerful disengage tool to peel assassins off your carries. Briar has no traditional escape, but you can use Head Rush on minions or champions to create distance. When frenzy ends, the self-slow is a death sentence—immediately use Chilling Scream to slow pursuers while retreating. Recognize wave states: when your wave pushes, enemies are under tower, making dives risky without an exit plan—use this time to poke with scream or look for Snowball angles. When enemy wave pushes, fight on your side with tower cover, where your ultimate can hit multiple targets and scream fears the whole squad. Only tower dive if you have a clear kill and a way to drop aggro, and communicate with your team to follow up. Look for augments that enhance sustain, damage during frenzy, or crowd control duration—trigger windows often align with ultimate cooldown, so save damage-boosting augments for your engage combo. When behind, shift focus to peeling for your carries, zoning with scream, and building tankier—your stun, fear, and slow remain valuable even when damage falls off. Wait for the enemy to make a mistake, then capitalize on a single catch to turn the game around.

Read full guide

Playstyle Guide

Playstyle / Team structure

Play guide

Briar the Restrained Hunger approaches Mayhem ARAM as a melee all-in threat with zero disengage, surviving or dying by her engagement timing. Early game from levels one through six, she must not stand on the minion wave like a tank; she positions to the side near health relics or just outside enemy poke radius, threatening a Snowball instead of farming. She hovers at the edge of experience range, sidestepping to brush edges to force enemy choices. She does not poke; she waits for a lethal all-in angle, letting enemies waste major cooldowns before engaging. Snowball is her only gap-closer, used to tag a squishy or key crowd-control threat, then following up with Q to fear and W for auto attacks. Augments that grant sustain or durability allow slightly more aggressive play, while damage augments demand greater respect for her fragility. She stalls the wave if the enemy has strong poke, letting them push to her tower for a Snowball engage under turret, and pushes only if her team has a strong level three spike for a dive. If ahead, she zones enemies off the wave and takes the health relic, then looks for another Snowball. If behind, she plays back, soaks experience, and waits for overextension, as feeding early kills turns her into a walking health pack. The immediate goal is level six, where her ultimate transforms her threat range from melee only to global pressure. The mid game from levels seven through eleven is where Briar shines. With ultimate available, lifesteal scaling, and item components, she transitions to a primary initiator who can delete a backliner. She stays in fog or side brushes as much as possible, forcing enemies to face-check or waste abilities. She looks for pick angles, using her ultimate to snipe a low-health target or a squishy who steps forward. If ultimate is down, Snowball engages on a target who used escape or peel. Her trading pattern is binary—go all-in or do nothing; half-committing gets her killed. Snowball becomes a setup tool for ultimate: tag a target, fly in, then cast R on a priority target in the back. Mid-game augments define her build: healing or shield augments let her play as a bruiser diving multiple enemies, while pure damage augments call for assassin play of killing one and hoping the team follows. She pushes with her team when ultimate is available, forces objectives if ahead, and isolates the enemy carry using lifesteal to sustain through tower aggro with teammate follow-up. If behind, she switches to peeling for her own carry or diving the enemy frontline, letting her team initiate before following up on a low target. The late game, level twelve and beyond, is brutal for melee all-in champions due to high damage and longer crowd control. Briar becomes a high-risk, high-reward initiator where one good ultimate wins the game and one bad engage loses it. She never stands in the front line, hiding in side brush or far back until the moment to strike, forcing enemies to save crowd control elsewhere. She still does not poke; she waits for a decisive engagement, ideally when enemies clump or key peel abilities are on cooldown. Snowball serves as a backup plan for sticking after ultimate or for disengage with E. Late-game augments provide massive stat spikes; defensive or healing augments are activated on engage, while purely offensive augments require waiting for a tank or support to go first. She pushes as a unit, avoiding being caught alone, and stalls only for key cooldowns or positional advantage.

Read full guide

Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

When you start snowballing, Briar becomes a dive bomber that most backlines cannot handle. You trigger this state by securing two early kills or stacking significant health through your first major item spike. The trigger condition is having a gold lead, completed boots, and your ultimate off cooldown while the enemy team lacks point-and-click hard crowd control like Lissandra or Vi. Use your ultimate to start fights; do not wait for a perfect flank. In Mayhem, the respawn timers and damage values favor aggression. Launch yourself at the highest priority target standing near their tower. The sheer pressure of a fed Briar jumping from fog of war forces enemies to burn defensive sums immediately. The enemy team splits or dies. If they collapse on you, your team cleans up. If they run, you take towers. Your blood frenzy creates a zone where squishies cannot exist. If you rolled augments that grant ability haste or healing amplification, the downtime between engages disappears. You can dive, kill, reset, and dive again before the enemy respawns. Use this tempo to end the game before they scale. The biggest throw risk is diving into a full team that has their ultimates ready. Just because you can one-shot the ADC does not mean you should dive under the inhibitor tower at full health. Check the minimap. If your team is dead or shopping, do not force a 1v5. You provide the engage, but you need the follow-up to secure the objective. Dying alone gives the enemy a shutdown bonus and lets them push back. To sustain the lead, buy defensive stats early. Damage is rarely the issue; getting blown up during your ultimate landing animation is. Pick up a Sterak's Gage or Guardian Angel to cover your vulnerability window when your blood frenzy ends and you are stuck in the middle of five enemies. If you survive the initial burst, your healing keeps you standing through the entire fight. When playing from behind, things go wrong when the enemy has heavy crowd control or your early dives fail. A behind Briar cannot force 1v1s anymore, and your ultimate becomes a suicide button if used carelessly. The trigger condition is dying three or more times without kills, or the enemy carries completing their core items while you are still building components, especially against multiple stuns or knock-ups. Shift from assassin to disruptor. Stop using your ultimate to start fights; save it for counter-engage. Let your tank or support go in first. When the enemy commits their cooldowns, look for a flank angle and use your ultimate to disrupt their backline, not to kill them. Your goal is to create chaos and pull attention away from your carries. You might die, but you trade your life for the enemy team's formation. If you force the enemy ADC to flash and run, your team can win the frontline skirmish. Look for augments that provide tankiness, tenacity, or healing on damage. These help you survive the burst that deletes you. Without tenacity augments, respect the chain-cc. To avoid unrecoverable fights, do not chase kills into the enemy jungle or past inhibitor towers. Play for the wave. Clear minions with Chilling Scream and auto attacks. Briar clears waves efficiently once she has ability points. Deny the enemy the push, force them to siege, and look for a desperate all-in only when they dive your tower. For the recovery plan, build tank. Abandon the full damage build. Items like Jak'Sho, The Protean or Titanic Hydra allow you to sit in fights longer.

Read full guide

Champion Background

Lore / Identity / Text block

Background copy

Briar the Restrained Hunger enters ARAM: Mayhem as a relentless drain tank whose entire survival depends on constant combat. Her passive, Crimson Curse, removes natural health regeneration and instead heals her based on damage dealt to enemies, with reduced effect against minions. Every ability that connects applies a bleed, and bleeding enemies heal her. In Mayhem’s high-damage, constant fights, this makes her refuse to die as long as she is hitting something. When low, she should look for a fresh target or a minion wave to auto and use Q, as the healing is instant and significant. She should not retreat to base just because she is low; finding something to hit will likely let her recover. The downside is strict: if stunned, grounded, or disengaged, she has zero natural recovery. She is fully committed to the drain, so she cannot over-rely on the heal when facing heavy crowd control, executes like Darius or Pyke, or anti-heal items. Her primary engage tool is Q, Head Rush, a point-and-click leap that stuns the target. In Mayhem, this is her only reliable way to stick to slippery enemies and can be used to start fights, punish overextended foes, or interrupt key channels like Katarina’s Death Lotus or Miss Fortune’s Bullet Time. The cooldown is low enough for quick trades, but she must save it for priority targets in teamfights; wasting it on a tank or a minion leaves her without a gap-closer and vulnerable to kiting. Level this first. Her damage engine is W, Blood Frenzy, which grants attack speed and movement speed but forces her to automatically attack the nearest enemy, prioritizing champions. In Mayhem, the attack speed steroid is massive, turning her into a lawnmower in the middle of the enemy team. She should activate W only after already on top of her target, using Q first to close the gap. The self-panic mechanic means she loses control of her movement, so she must check surroundings before pressing the button; a minion wave can cause her to waste the frenzy. The lifesteal combined with her passive keeps her upright through burst, but this is her punishment window—she cannot retreat or Flash while frenzied. Smart enemies will save hard crowd control for this moment. She can cancel the frenzy early with a recast of W (Chilling Scream) to slow enemies for disengage or chase, or to escape if needed. E, Chilling Scream, is her defensive layer and execution tool. Charging the scream increases damage and slow, and a fully charged scream knocks back enemies. Enemies below a certain health threshold are executed instantly. In Mayhem, the execute threshold is generous, so she should look for those finishers. She should not always go for the full charge; a quick tap E to slow is often better. In teamfights, the fully charged knockback can peel divers off her backline or disrupt a grouped enemy team. If she is low and about to die, charging E can create a window for her passive to heal her or buy time for cooldowns. Wasting E means losing her only disengage, leaving her helpless during W downtime. Her global ultimate, R, Certain Death, defines her playstyle. She marks a target and leaps across the map, crashing down and fearing nearby enemies. The fear is the most valuable part—it disrupts formation and gives her team a free engage window. She can use it to catch isolated enemies or start a 5v5 by fearing the backline. However, once she presses R, she is locked in and will fly to that person no matter what.

Read full guide

Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Briar the Restrained Hunger in ARAM: Mayhem is a stat-check brawler who forces fights and refuses to die, but her kit has built-in self-destruct mechanisms. The most common mechanical mistakes involve her E channel, Q usage, W self-slow, and R leash range. Canceling the E charge early reduces damage and applies a much shorter slow, wasting the cooldown. Hold the charge until the indicator turns red to secure the knockup and massive slow that sets up Q. If the charge is whiffed, do not force a follow-up Q; instead use an uncharged E to heal from a minion wave and reset health for the next skirmish. Wasting Q on a full-health tank dashes Briar into melee with no gap-closer left, allowing enemies to peel. Save Q for priority targets or to dodge key abilities, and wait until the tank is low enough for the execute damage to matter. If Q lands on the wrong target, immediately look to E heal off a minion rather than commit to an auto-attack train on an unkillable enemy. Ignoring the self-slow penalty from W while chasing a target out of range makes Briar an easy skillshot target and negates her movement. Reactivate W or let it expire the moment the target cannot be reached. If caught in the self-slow, cast E to soak incoming damage with its damage reduction until the penalty fades. Mismanaging the R leash range by continuing to chase after blood frenzy ends leads to overextending deep into enemy territory with no cooldowns. Track the leash mentally and break off if the target runs too far; the goal is to kill in the initial burst. If overextended, use the E dash to jump a wall or create space immediately rather than trying to walk out. Decision mistakes are equally punishing. Engaging into heavy crowd control without waiting for the enemy to burn their stuns, knockups, or polymorphs results in Briar being locked down with no natural CC break during frenzy, leading to death before she can heal or cast E. Act as cleanup crew and diver, not a tank initiator into five people with CC. If caught in a CC chain, spam E as you come out to survive follow-up burst. Using E offensively into a losing fight removes Briar's only defensive tool, leaving her in the middle of the enemy team with no damage reduction. Treat E as a defensive reset first, using it to heal off minions or reduce incoming burst; only use the offensive slam when a kill is certain or teammates are following up. If E is wasted offensively, commit to the attack and focus the lowest armor target to lifesteal as much health as possible. Ignoring Snowball setup against ranged compositions forces Briar to take heavy poke damage before even reaching the enemy. Use Snowball to close distance safely, then dash, Q, and W to engage without eating free poke. If too much poke is taken, stop and heal from a minion wave rather than forcing an engage at low health. Building pure damage into burst comps results in Briar being deleted the moment her E damage.

Read full guide

FAQ

Briar

FAQ

Is Briar strong in ARAM: Mayhem? She is a strong skirmisher and diver who thrives in chaotic fights. Mayhem's accelerated gold and experience lets her reach her core item spikes faster, turning her into a mid-game raid boss. She struggles against heavy peel or disengage, so draft matters more than raw mechanics. What is Briar's win condition in this mode? Your goal is to isolate and delete a high-value target before their team can react. You use your ultimate to create instant man-advantage fights or to catch enemies overextended. If you dive into five people without a plan, you will get stunned and melted, so wait for your team's engage or a clear punish window. How do I use her Q effectively? Use Q to gap-close and apply a healing reduction when you are already on top of someone. It resets your auto-attack timer, so weave it between right-clicks for maximum damage. Save it if the enemy has a dash ready, as you can follow their escape and stick to them.

Read full guide

Latest Guides

Latest Blog Guides

Blog articles