ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T3 Rank #100

Viego ARAM Mayhem Build & Best Augments

Viego role and playstyle: baseline role is AD fighter, with a core identity built around teamfight utility and damage output. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; R is the major teamfight or finishing cooldown. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Execution varies by matchup, but positioning and cooldown discipline remain important. 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.

Viego Viego The Ruined King Fighter / Mage / Assassin
TierT3
Rank#100
Win Rate50.00%
Pick Rate0.40%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
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.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate49.52%
Pick Rate12.96%
#2
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

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

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 Rate52.51%
Pick Rate5.89%
#3
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.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate53.06%
Pick Rate5.59%

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.

52.69%
Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

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

53.44%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

52.53%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

55.23%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

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

54.54%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

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

53.68%
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%.

53.49%
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.

54.28%
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.

52.59%
Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.

52.19%
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.

49.94%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

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

53.25%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

53.28%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

53.28%
Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

44.98%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

44.98%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

53.07%
Phage Phage Phage
Total Price
1,100
Price
350

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

53.07%

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

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

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

Win Rate50.96%
Pick Rate17.12%
#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.

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%.

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

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

Win Rate53.09%
Pick Rate6.39%
#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

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 Rate48.77%
Pick Rate6.39%

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.

50.60%
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.

50.97%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

49.93%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

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

50.86%
Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.

50.98%
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.

52.53%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

52.36%
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.

49.84%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
Total Price
3,100
Price
750

+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.

50.15%
Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

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

51.98%
Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

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

52.95%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

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

45.55%

Starting items

Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

50.14%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

50.14%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

51.52%
Phage Phage Phage
Total Price
1,100
Price
350

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

51.52%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

51.76%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

51.76%

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

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

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

Win Rate50.34%
Pick Rate10.29%
#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.

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.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate52.12%
Pick Rate4.83%
#3
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.

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 Rate51.78%
Pick Rate2.87%

Situational itemstop 12

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

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

50.70%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

48.61%
The Collector The Collector The Collector
Total Price
3,000
Price
525

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

47.16%
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.

49.57%
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.

48.32%
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%.

46.21%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

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

44.15%
Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.

49.42%
Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

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

54.26%
Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

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

41.46%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

55.45%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

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

54.37%

Starting items

Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

51.47%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

51.47%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

53.39%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

53.39%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

42.17%
Phage Phage Phage
Total Price
1,100
Price
350

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

42.17%

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

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

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

Win Rate48.71%
Pick Rate16.10%
#2
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate45.74%
Pick Rate4.99%
#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.

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.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate41.67%
Pick Rate4.75%

Situational itemstop 12

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

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

48.33%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

47.27%
Wit's End Wit's End Wit's End
Total Price
2,800
Price
550

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

49.65%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

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

47.08%
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.

47.13%
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.

46.43%
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.

51.62%
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%.

48.41%
Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.

46.83%
Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

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

47.27%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

57.84%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

60.67%

Starting items

Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

47.70%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

47.70%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

55.64%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

55.64%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

45.61%
Hearthbound Axe Hearthbound Axe Hearthbound Axe
Total Price
1,200
Price
250

+20 Attack Damage +20% Attack Speed

45.61%

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
57.72%
Pick Rate
8.01%
Games
1,166

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

View augment details
GoldT157.72%8.01%1,166
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
55.01%
Pick Rate
6.03%
Games
878

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
PrismaticT155.01%6.03%878
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
54.38%
Pick Rate
6.28%
Games
914

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
PrismaticT154.38%6.28%914
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.36%
Pick Rate
5.01%
Games
729

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
PrismaticT153.36%5.01%729
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
52.88%
Pick Rate
6.21%
Games
904

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
GoldT152.88%6.21%904
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
52.39%
Pick Rate
15.70%
Games
2,285

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

View augment details
GoldT152.39%15.70%2,285
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
52.23%
Pick Rate
9.39%
Games
1,367

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
SilverT152.23%9.39%1,367
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
51.98%
Pick Rate
5.91%
Games
860

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

View augment details
GoldT151.98%5.91%860
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
51.95%
Pick Rate
7.92%
Games
1,153

Grants 60% bonus attack speed .

View augment details
SilverT151.95%7.92%1,153
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.46%
Pick Rate
8.00%
Games
1,164

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
PrismaticT151.46%8.00%1,164
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
49.59%
Pick Rate
9.98%
Games
1,452

Gain 15% omnivamp .

View augment details
SilverT149.59%9.98%1,452
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
49.49%
Pick Rate
5.35%
Games
778

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

View augment details
SilverT149.49%5.35%778
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
48.67%
Pick Rate
6.97%
Games
1,015

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
GoldT148.67%6.97%1,015
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
48.27%
Pick Rate
9.35%
Games
1,361

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT148.27%9.35%1,361
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
48.00%
Pick Rate
6.20%
Games
902

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

View augment details
SilverT148.00%6.20%902
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
47.46%
Pick Rate
6.09%
Games
887

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
GoldT147.46%6.09%887
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
47.13%
Pick Rate
5.26%
Games
766

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
SilverT147.13%5.26%766
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
47.04%
Pick Rate
4.76%
Games
693

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
GoldT147.04%4.76%693
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
46.97%
Pick Rate
11.91%
Games
1,733

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
GoldT146.97%11.91%1,733
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
46.21%
Pick Rate
7.70%
Games
1,121

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

View augment details
GoldT146.21%7.70%1,121
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
45.99%
Pick Rate
12.16%
Games
1,770

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
GoldT145.99%12.16%1,770
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
45.49%
Pick Rate
8.69%
Games
1,264

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
GoldT145.49%8.69%1,264
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
45.33%
Pick Rate
7.14%
Games
1,039

Grants 18% armor penetration and magic penetration .

View augment details
GoldT145.33%7.14%1,039
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
43.51%
Pick Rate
6.78%
Games
986

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
GoldT143.51%6.78%986
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
58.93%
Pick Rate
2.96%
Games
431

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
GoldT258.93%2.96%431
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
57.55%
Pick Rate
4.10%
Games
596

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

View augment details
GoldT257.55%4.10%596
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
56.48%
Pick Rate
2.65%
Games
386

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
GoldT256.48%2.65%386
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
56.30%
Pick Rate
4.09%
Games
595

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

View augment details
SilverT256.30%4.09%595
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
55.15%
Pick Rate
2.47%
Games
359

Gain 2 Stat Anvils .

View augment details
SilverT255.15%2.47%359
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
55.13%
Pick Rate
2.88%
Games
419

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

View augment details
PrismaticT255.13%2.88%419
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
55.06%
Pick Rate
3.06%
Games
445

Increases attack damage by 20% .

View augment details
SilverT255.06%3.06%445
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
54.46%
Pick Rate
2.78%
Games
404

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

View augment details
PrismaticT254.46%2.78%404
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
54.12%
Pick Rate
2.34%
Games
340

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
SilverT254.12%2.34%340
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
53.33%
Pick Rate
2.89%
Games
420

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
SilverT253.33%2.89%420
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
53.04%
Pick Rate
4.40%
Games
641

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

View augment details
GoldT253.04%4.40%641
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
52.48%
Pick Rate
2.21%
Games
322

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
GoldT252.48%2.21%322
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
52.29%
Pick Rate
2.85%
Games
415

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
SilverT252.29%2.85%415
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
52.11%
Pick Rate
3.26%
Games
474

Gain 1750 upon acquiring this augment.

View augment details
GoldT252.11%3.26%474
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
52.01%
Pick Rate
3.77%
Games
548

Grants 50% critical strike chance .

View augment details
GoldT252.01%3.77%548
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
51.13%
Pick Rate
2.74%
Games
399

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

View augment details
SilverT251.13%2.74%399
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.21%
Pick Rate
3.24%
Games
472

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

View augment details
PrismaticT250.21%3.24%472
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
49.84%
Pick Rate
2.16%
Games
315

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
SilverT249.84%2.16%315
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
49.83%
Pick Rate
3.93%
Games
572

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

View augment details
SilverT249.83%3.93%572
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.59%
Pick Rate
3.31%
Games
482

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT249.59%3.31%482
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
49.57%
Pick Rate
3.22%
Games
468

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
GoldT249.57%3.22%468
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.45%
Pick Rate
2.50%
Games
364

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
PrismaticT249.45%2.50%364
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
49.13%
Pick Rate
3.96%
Games
576

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
GoldT249.13%3.96%576
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
49.13%
Pick Rate
2.77%
Games
403

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

View augment details
GoldT249.13%2.77%403
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
48.65%
Pick Rate
3.06%
Games
446

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
PrismaticT248.65%3.06%446
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
48.22%
Pick Rate
2.51%
Games
365

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
GoldT248.22%2.51%365
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
47.71%
Pick Rate
3.46%
Games
503

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT247.71%3.46%503
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
47.48%
Pick Rate
2.59%
Games
377

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
GoldT247.48%2.59%377
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
47.44%
Pick Rate
2.42%
Games
352

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

View augment details
SilverT247.44%2.42%352
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
47.21%
Pick Rate
2.34%
Games
341

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

View augment details
SilverT247.21%2.34%341
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
47.16%
Pick Rate
2.90%
Games
422

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT247.16%2.90%422
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
46.49%
Pick Rate
2.05%
Games
299

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

View augment details
GoldT246.49%2.05%299
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
46.38%
Pick Rate
3.04%
Games
442

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

View augment details
SilverT246.38%3.04%442
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
46.23%
Pick Rate
2.19%
Games
318

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
SilverT246.23%2.19%318
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
46.04%
Pick Rate
2.34%
Games
341

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

View augment details
GoldT246.04%2.34%341
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
45.62%
Pick Rate
3.06%
Games
445

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

View augment details
PrismaticT245.62%3.06%445
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
44.89%
Pick Rate
2.42%
Games
352

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
GoldT244.89%2.42%352
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
44.88%
Pick Rate
2.95%
Games
430

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
PrismaticT244.88%2.95%430
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
44.32%
Pick Rate
2.54%
Games
370

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
GoldT244.32%2.54%370
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.45%
Pick Rate
2.87%
Games
417

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
PrismaticT242.45%2.87%417
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
40.97%
Pick Rate
2.13%
Games
310

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
GoldT240.97%2.13%310
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
40.96%
Pick Rate
3.15%
Games
459

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
GoldT240.96%3.15%459
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
59.31%
Pick Rate
1.40%
Games
204

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT359.31%1.40%204
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
57.76%
Pick Rate
1.59%
Games
232

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
PrismaticT357.76%1.59%232
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
56.03%
Pick Rate
1.94%
Games
282

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
GoldT356.03%1.94%282
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
54.79%
Pick Rate
1.50%
Games
219

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

View augment details
GoldT354.79%1.50%219
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.71%
Pick Rate
1.90%
Games
276

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

View augment details
PrismaticT354.71%1.90%276
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
54.66%
Pick Rate
1.70%
Games
247

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
SilverT354.66%1.70%247
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
54.15%
Pick Rate
1.90%
Games
277

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

View augment details
PrismaticT354.15%1.90%277
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.85%
Pick Rate
1.43%
Games
208

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
PrismaticT353.85%1.43%208
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
52.20%
Pick Rate
1.41%
Games
205

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
GoldT352.20%1.41%205
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
51.72%
Pick Rate
1.20%
Games
174

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
GoldT351.72%1.20%174
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.00%
Pick Rate
1.98%
Games
288

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
PrismaticT350.00%1.98%288
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.00%
Pick Rate
1.84%
Games
268

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
PrismaticT350.00%1.84%268
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.45%
Pick Rate
1.25%
Games
182

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

View augment details
PrismaticT349.45%1.25%182
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
49.40%
Pick Rate
1.71%
Games
249

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

View augment details
SilverT349.40%1.71%249
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
48.50%
Pick Rate
1.15%
Games
167

Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size.

View augment details
GoldT348.50%1.15%167
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
48.05%
Pick Rate
1.06%
Games
154

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
GoldT348.05%1.06%154
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.80%
Pick Rate
1.25%
Games
182

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
PrismaticT347.80%1.25%182
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
47.75%
Pick Rate
1.53%
Games
222

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
GoldT347.75%1.53%222
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.72%
Pick Rate
1.96%
Games
285

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
PrismaticT347.72%1.96%285
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
47.09%
Pick Rate
1.30%
Games
189

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
SilverT347.09%1.30%189
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
45.50%
Pick Rate
1.45%
Games
211

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

View augment details
GoldT345.50%1.45%211
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
45.16%
Pick Rate
1.07%
Games
155

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT345.16%1.07%155
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
43.64%
Pick Rate
1.13%
Games
165

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

View augment details
PrismaticT343.64%1.13%165
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
43.46%
Pick Rate
1.31%
Games
191

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
SilverT343.46%1.31%191
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
42.86%
Pick Rate
1.25%
Games
182

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT342.86%1.25%182
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
42.50%
Pick Rate
1.92%
Games
280

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT342.50%1.92%280
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
42.21%
Pick Rate
1.37%
Games
199

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
GoldT342.21%1.37%199
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
42.07%
Pick Rate
1.13%
Games
164

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
GoldT342.07%1.13%164
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
40.91%
Pick Rate
1.36%
Games
198

Grants 60 ability haste .

View augment details
GoldT340.91%1.36%198
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
54.14%
Pick Rate
0.91%
Games
133

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

View augment details
PrismaticT454.14%0.91%133
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.92%
Pick Rate
0.70%
Games
102

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
PrismaticT453.92%0.70%102
Stuck in Here With Me Stuck in Here With Me Stuck in Here With Me Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.13%
Pick Rate
0.66%
Games
96

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

View augment details
PrismaticT453.13%0.66%96
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
52.73%
Pick Rate
0.76%
Games
110

You summon a Poro alongside yourself every 3. 5 seconds, up to 5 at a time. Damaging an enemy champion with a basic attack or ability, excluding those which apply damage over time , commands all of your Poros to launch themselves at the target, each dealing true damage equal to 3% of the target's maximum health . If triggered while at the maximum number of summoned Poros , the first Poro to hit the target also knocks them up for 0. 5 seconds. This augment is only offered to up to 1 player on each team for a given game.

View augment details
GoldT452.73%0.76%110
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
52.58%
Pick Rate
0.67%
Games
97

Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown).

View augment details
GoldT452.58%0.67%97
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
52.22%
Pick Rate
0.62%
Games
90

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

View augment details
GoldT452.22%0.62%90
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
51.06%
Pick Rate
0.65%
Games
94

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

View augment details
SilverT451.06%0.65%94
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
50.77%
Pick Rate
0.45%
Games
65

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
SilverT450.77%0.45%65
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
50.00%
Pick Rate
0.70%
Games
102

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
SilverT450.00%0.70%102
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.00%
Pick Rate
0.69%
Games
100

Grants 3 random Dragon Souls .

View augment details
PrismaticT450.00%0.69%100
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
50.00%
Pick Rate
0.66%
Games
96

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

View augment details
GoldT450.00%0.66%96
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
49.45%
Pick Rate
0.63%
Games
91

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
SilverT449.45%0.63%91
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
49.35%
Pick Rate
0.53%
Games
77

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

View augment details
SilverT449.35%0.53%77
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
49.00%
Pick Rate
0.69%
Games
100

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

View augment details
SilverT449.00%0.69%100
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.72%
Pick Rate
0.54%
Games
78

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
PrismaticT448.72%0.54%78
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
48.46%
Pick Rate
0.89%
Games
130

Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

View augment details
GoldT448.46%0.89%130
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.69%
Pick Rate
0.89%
Games
130

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

View augment details
PrismaticT447.69%0.89%130
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.27%
Pick Rate
0.76%
Games
110

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

View augment details
PrismaticT447.27%0.76%110
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
46.81%
Pick Rate
0.65%
Games
94

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

View augment details
GoldT446.81%0.65%94
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.74%
Pick Rate
0.65%
Games
94

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

View augment details
PrismaticT445.74%0.65%94
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
45.56%
Pick Rate
0.62%
Games
90

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

View augment details
SilverT445.56%0.62%90
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.21%
Pick Rate
0.50%
Games
73

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

View augment details
PrismaticT445.21%0.50%73
Upgrade Sheen Upgrade Sheen Upgrade Sheen Gold
Rarity
Gold
Tier
T4
Win Rate
45.05%
Pick Rate
0.76%
Games
111

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
GoldT445.05%0.76%111
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.04%
Pick Rate
0.90%
Games
131

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
PrismaticT445.04%0.90%131
Earthwake Earthwake Earthwake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.79%
Pick Rate
0.66%
Games
96

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

View augment details
PrismaticT444.79%0.66%96
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.19%
Pick Rate
0.44%
Games
64

你已与【大魔王】本尊签订了一个契约。他每秒汲取你?当前生命值,如果附近有敌人则提升至?当前生命值。作为回报,他会增幅你的攻击和技能以造成额外的?真实伤害,并且它们还会使生命残片出现在附近5秒。吸收一个生命残片会治疗你?生命值并为你提供持续1秒的?移动速度。被汲取的生命值:?已造成的伤害:?已获取的残片:?已回复的生命值:?周期性伤害有1.5秒冷却时间

View augment details
PrismaticT442.19%0.44%64
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
41.86%
Pick Rate
0.59%
Games
86

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

View augment details
GoldT441.86%0.59%86
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
40.28%
Pick Rate
0.49%
Games
72

Upgrades Sword of Blossoming Dawn , empowering Peppermint to have its healing increased by 250%. Additionally, you gain 100% bonus attack speed , but your basic attacks against champions now deal 50% damage.

View augment details
PrismaticT440.28%0.49%72
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
39.69%
Pick Rate
0.90%
Games
131

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

View augment details
GoldT439.69%0.90%131
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
37.78%
Pick Rate
0.62%
Games
90

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

View augment details
PrismaticT437.78%0.62%90
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
35.59%
Pick Rate
0.41%
Games
59

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

View augment details
GoldT435.59%0.41%59
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
35.48%
Pick Rate
0.85%
Games
124

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

View augment details
PrismaticT435.48%0.85%124

Viego Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

Normal order: R > Q > E > W.

RQWE

Pick, crowd-control follow-up, burst entry, or single-target lockdown augments: R > Q > W > E.

RQEW

Start Q, take W early for the first real engage or peel tool, then take E so you can fight around the lane walls and move between skirmishes.

Viego Counters

Counters and threats extracted from the matchup guide

Counters

Counters

6

Viego counters these champions in ARAM: Mayhem.

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

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

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

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

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

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

Lux Lux Lux T3
Tier
T3
Rank
#66
Win Rate
49.86%
Pick Rate
1.05%

Lux is a long-range burst mage who plays around catching enemies with light control, softening them with poke, and finishing grouped targets from a safe distance. Her signature pattern is simple to understand: stay behind your front line, fish for a binding or a clean poke angle, then layer damage when the enemy is locked in place or already forced to dodge. In ARAM: Mayhem, Lux is still an entry-level friendly backline pick, but the mode is faster and messier than standard ARAM. She gets more chances to hit clustered enemies, yet she is punished harder when divers, Snowball users, or flank threats reach her. Play patiently, value spacing, and use her range to control fights before they fully break open. View champion guide

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

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

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

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Countered By

6

Viego is countered by these champions in ARAM: Mayhem.

Morgana Morgana Morgana T1
Tier
T1
Rank
#32
Win Rate
52.56%
Pick Rate
1.14%

Morgana is a control mage-support who wins ARAM: Mayhem by catching one target, protecting the right ally, and making tight spaces miserable for the enemy team. Her signature pattern is simple: land a binding, drop her damage zone under the trapped target, then use her spell shield to block the counter-engage or protect whoever is stepping forward. In Mayhem, fights break out faster and augments can make engages much harder to read, so Morgana is strongest when she plays patiently instead of fishing nonstop. Hold key choke points, punish enemies who walk too straight, and save your shield for the spell that actually starts the fight. If you miss your catch tool, back up and reset; if you land it, your team gets a clean window to burst, follow up, or force the enemy frontline to retreat. View champion guide

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

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

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

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

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

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

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

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

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

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Viego Team Comp Highlights

Partner patterns extracted from the team comp guide

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

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

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

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

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

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

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

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

Hard engage tanks: Malphite, Amumu, Leona, Nautilus

These champions give Viego the one thing he cannot always guarantee by himself: a forced fight on a target that cannot kite away. Their engage pins enemies long enough for Viego to enter with confidence instead of walking through poke and crowd control.

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

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

Pyke Pyke Pyke T3
Tier
T3
Rank
#122
Win Rate
48.56%
Pick Rate
0.71%

Pyke the Bloodharbor Ripper Pyke is a support assassin designed to execute low-health targets and share the gold with his teammates. He plays as a lane bully who fishes for picks with Bone Skewer (Q) and sets up kills with Ghostwater Dive (W). His entire identity revolves around his ultimate, Death from Below (R), which executes enemies and grants bonus gold to the last ally to assist. In ARAM: Mayhem, he is a relentless kill-stealer who turns every skirmish into a gold fountain for his team. Mayhem accelerates his already aggressive playstyle. The mode's increased gold generation and constant fighting mean Pyke hits his power spikes faster and finds more execute opportunities. He thrives in the chaos, slipping in and out of combat with his camouflage and mobility. The single-lane format forces enemies to cluster, making his Phantom Undertow (E) stun easier to land on multiple targets. He is not a traditional healer or shielder; he keeps his allies alive by killing the enemy first and sharing the wealth. View champion guide

Darius Darius Darius T4
Tier
T4
Rank
#149
Win Rate
47.24%
Pick Rate
0.50%

Darius the Hand of Noxus Darius is a juggernaut designed to run people down and execute them. His entire identity revolves around bleed stacks and his ultimate, Noxian Guillotine. You hit things, you stack passive damage, and you dunk them when they get low. In ARAM: Mayhem, he becomes a lane bully with terrifying reset potential. He plays as a frontliner who wants extended fights. Unlike burst mages or assassins, Darius needs time to stack his passive, Hemorrhage. Once he hits five stacks on a target—or max stacks on anyone—he gains massive attack damage and applies bleed instantly to everyone he hits. This is his "win condition" in every skirmish. Mayhem mode accelerates his strengths. Faster gold and experience mean he hits his item spikes sooner. The constant fighting gives him endless opportunities to stack his passive and heal off crowds. His biggest weakness—getting kited—still exists, but the mode's chaos often lets him close gaps when enemies overextend for poke. You pick Darius when your team needs a durable threat who can clean up fights. He excels at punishing squishies who get caught by Snowball or crowd control. If enemies clump up, his Q healing and passive spread turn him into a raid boss. Just don't expect to dive five people alone without backup. View champion guide

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

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

Reset enablers and execute damage: Pyke, Darius, Jinx, Samira

These champions make fights collapse quickly once an enemy drops low. Viego loves that tempo because every takedown can give him a new body, new positioning, and another chance to continue the fight.

Sona Sona Sona T2
Tier
T2
Rank
#38
Win Rate
52.11%
Pick Rate
0.55%

Sona is a backline enchanter who wins by staying near her team, cycling auras, and turning messy fights into clean chases or retreats. Her basic pattern is simple: poke when enemies step up, keep allies topped off between trades, speed the group into good angles, then use her big crowd-control moment when several enemies commit too far.In ARAM: Mayhem, Sona feels stronger when fights happen around your whole team instead of in scattered duels. The mode is faster and more explosive, so positioning matters even more: stand close enough to empower allies, but far enough back that divers have to spend real tools to reach you. Augments can push her toward heavier shielding and healing, safer utility, or more aggressive poke, but her job stays the same. Keep the team moving, punish overcommits, and make every extended fight worse for the enemy. View champion guide

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

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

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

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

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

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

Protective enchanters and sustain supports: Lulu, Karma, Milio, Sona

Viego often loses fights during the short window before his first takedown. Shields, movement speed, healing, and defensive utility help him survive that window and keep hitting long enough to trigger his reset pattern.

Morgana Morgana Morgana T1
Tier
T1
Rank
#32
Win Rate
52.56%
Pick Rate
1.14%

Morgana is a control mage-support who wins ARAM: Mayhem by catching one target, protecting the right ally, and making tight spaces miserable for the enemy team. Her signature pattern is simple: land a binding, drop her damage zone under the trapped target, then use her spell shield to block the counter-engage or protect whoever is stepping forward. In Mayhem, fights break out faster and augments can make engages much harder to read, so Morgana is strongest when she plays patiently instead of fishing nonstop. Hold key choke points, punish enemies who walk too straight, and save your shield for the spell that actually starts the fight. If you miss your catch tool, back up and reset; if you land it, your team gets a clean window to burst, follow up, or force the enemy frontline to retreat. View champion guide

Lux Lux Lux T3
Tier
T3
Rank
#66
Win Rate
49.86%
Pick Rate
1.05%

Lux is a long-range burst mage who plays around catching enemies with light control, softening them with poke, and finishing grouped targets from a safe distance. Her signature pattern is simple to understand: stay behind your front line, fish for a binding or a clean poke angle, then layer damage when the enemy is locked in place or already forced to dodge. In ARAM: Mayhem, Lux is still an entry-level friendly backline pick, but the mode is faster and messier than standard ARAM. She gets more chances to hit clustered enemies, yet she is punished harder when divers, Snowball users, or flank threats reach her. Play patiently, value spacing, and use her range to control fights before they fully break open. View champion guide

Zoe Zoe Zoe T4
Tier
T4
Rank
#145
Win Rate
47.51%
Pick Rate
0.57%

Zoe the Aspect of Twilight Zoe is a burst mage who turns enemy mistakes into one-shot opportunities. She thrives on chaos, bouncing around the fight, poking from bizarre angles, and deleting squishy targets with a single well-placed Q. Her identity is all about positioning and timing—she is slippery, annoying, and devastating when she has room to work. In ARAM: Mayhem, she is a terror. The single-lane format removes her biggest weakness—getting flanked—so she can focus entirely on reaching max range on her Paddle Star. The constant fighting means she always has summoner spells to steal with Spell Thief, and the Mayhem pace keeps her enemies too busy to dodge every bubble. Her signature pattern is simple but deadly: cast Q forward, use R to portal backward or sideways, and guide the orb across the entire lane for massive damage. Land a sleep with E, and the target is usually dead before they wake up. In Mayhem, where everyone is aggressive and cooldowns fly fast, Zoe punishes overextension harder than almost anyone else. View champion guide

Varus Varus Varus T5
Tier
T5
Rank
#155
Win Rate
46.18%
Pick Rate
1.04%

Varus the Arrow of Retribution Varus is a long-range poke marksman who dominates lanes by wearing down enemies before they can close the distance. He fills the artillery carry role, relying on charged shots and crowd control to dictate the flow of fights from safety. His signature pattern revolves around charging Piercing Arrow (Q) to snipe low-health targets or harass opponents under their tower. He stacks blight on enemies with basic attacks, then detonates those stacks with abilities for burst damage. This creates a rhythm: auto-attack, ability, auto-attack, ability. In ARAM: Mayhem, Varus becomes significantly more oppressive. The mode's accelerated pace and increased mana regeneration let him fire fully charged arrows almost on cooldown. His ultimate, Chain of Corruption, spreads faster in constant team fights, often triggering multiple chains in a single engagement. He transitions from a careful poker into a relentless siege engine that forces enemies to dodge or die. View champion guide

Long-range catch and poke setup: Morgana, Lux, Varus, Zoe

Viego is much better when enemies are already damaged or rooted before he moves in. Catch champions create low-risk openings from range, and poke forces enemies into health thresholds where Viego can finish instead of starting from full health.

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

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

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

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

Taliyah Taliyah Taliyah T4
Tier
T4
Rank
#111
Win Rate
47.92%
Pick Rate
0.37%

Taliyah the Stoneweaver Taliyah is a control mage who shapes the battlefield with terrain manipulation and sustained area damage. She excels at zoning enemies, disrupting movement, and locking down targets with her crowd control chain. In ARAM: Mayhem, her ability to create walls and control narrow corridors becomes even more valuable on the single-lane map. Her signature pattern revolves around Threaded Volley on worked ground, where she fires fast projectiles that chunk health over time. She sets up kills with Seismic Shove to knock enemies into her team, then follows with Unraveled Earth to catch anyone trying to escape. Her ultimate, Rock Surfing, lets her roam quickly or cut off retreat paths—a powerful tool in the constant fighting of Mayhem. In this mode, Taliyah shifts from a roaming mid-laner into a dedicated zone controller. The reduced cooldowns and accelerated gold income let her spam abilities more freely, and the confined space means her walls and knockups are harder to avoid. She thrives when she can poke from a distance and punish overextensions with her burst combo. View champion guide

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

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

Zone control and terrain pressure: Anivia, Taliyah, Viktor, Orianna

Zone control makes the narrow ARAM lane work in Viego’s favor. Walls, control zones, and threatening ball or field placement limit enemy movement, which helps Viego choose a target without being kited in a straight line forever.

Viego ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Fight TempoViego waits patiently behind minions for targets to soften, farming poke marks and letting teammates set up kills before committing.Health bars move quickly and fights restart before mental reset. You must track who is actually killable right now instead of waiting for ideal scenarios.Patience still matters, but judgment must be faster to match the sharper pace.
Possession LogicTaking any body is usually good if it keeps the chain going. You can experiment with stolen kits at a relaxed pace.Some bodies are better due to augments; others are traps. Use possessions for one concrete result immediately or exit quickly to avoid throwing.Evaluate augment-empowered bodies before resetting, then act decisively within two seconds.
Heartbreaker UsageHold for execute and reset chains when the fight is stable. The ult primarily extends your kill sequence.More defensive use is required. Dodge lethal retaliation, exit bad possessions, or confirm kills only after team damage lands.Use ult defensively to survive retaliation or escape bad possessions, not just greedily.
Snowball DisciplineLanding Snowball on a carry can force a fight if your team is ready. Taking every mark is often correct.Enemy responses are stronger and less predictable. Take Snowball only when peel is absent or the target is already vulnerable.A landed mark is not a green light. Confirm follow-up or vulnerability before committing.
Teamfight SpacingStand behind tanks and beside other melee champions in a predictable frontline position.Offset spacing is best: close enough to punish used cooldowns but not so close that you eat the first damage wave for free.Punish enemies who committed forward rather than diving the deepest target instantly.

Champion Analysis

Role / Current performance

Overview

Viego The Ruined King operates as a melee assassin and sustained-damage fighter in ARAM: Mayhem, distinguished by his unique possession mechanic that fundamentally changes how teamfights unfold. His core identity revolves around cleaning up fights and maintaining continuous damage output through his passive ability, Sovereign's Domination, which allows him to possess dead enemy champions and utilize their abilities. This possession mechanic transforms Viego into a formidable threat who can snowball momentum mid-fight, turning enemy deaths into extended offensive opportunities. In terms of positioning, Viego functions as a melee assassin who must carefully time his engages. His Q, Blade of the Ruined King, delivers AoE damage while providing practical sustain through healing, making his damage output self-sustaining during extended engagements. His W, Spectral Maw, offers an AoE stun that serves as an excellent teamfight control tool, rewarding players who position to stun multiple enemies. His E, Soul Unbound, grants wall-passing mobility that proves valuable for both engaging and disengaging, giving Viego flexible movement options on the single-lane map. The strategic value of Viego's passive cannot be overstated in ARAM: Mayhem. When an enemy champion dies near him, immediately possessing them and using their abilities yields dramatically increased damage output. This creates a unique gameplay pattern where Viego excels at cleaning up fights, as each enemy death becomes a potential power spike. His ultimate, Heartbreaker, releases an enhanced version of the possessed champion's ultimate, further amplifying his teamfight impact. Viego's strengths include his passive possession of enemy abilities, the AoE stun from his W, practical sustain from his Q, and flexible mobility from his E wall-pass. However, these strengths come with notable weaknesses. Viego is relatively fragile and vulnerable to crowd control, which can shut down his momentum before he triggers his passive. His passive requires enemy deaths to activate, meaning he struggles in extended stalemates or when his team falls behind. Additionally, Viego has high mechanical difficulty, requiring players to quickly adapt to possessed champions' ability kits mid-fight. Practical strategic takeaways center on timing and target selection. Viego players should look to enter fights after initial damage has been dealt, positioning to capitalize on enemy deaths with immediate possession. Using W to stun multiple enemies during teamfights maximizes his control contribution, while E provides escape routes if engagements go poorly. Success with Viego demands quick decision-making and mechanical proficiency to fully exploit his possession mechanic, making him a high-skill champion with significant carry potential in the right hands.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Viego wins ARAM: Mayhem fights by entering second, not by proving he can start first. In the narrow lane, the best fights begin after enemies have spent their main crowd control or dash on someone else. Hold just outside poke range, look for a marked or low-health target, then commit when teammates can follow. Going in while every enemy stun is ready usually makes Viego the reset target instead of the reset champion. Use the frontline as the trigger. Let tanks, bruisers, or long-range crowd control force enemies to move first. Once a target is slowed, displaced, or separated from their backline, step in and finish the kill. Viego is much stronger when the fight has already become messy. Do not open with a long, obvious charge into five people. In a single-lane map, enemies can watch the angle easily and punish the recovery path. Threaten from brush and fog when possible. Sometimes making enemy carries stand farther back gives the team room to clear or poke. Commit only when the exit is known. The first target should either die quickly or force enemies to burn key spells. If neither happens, back out before getting surrounded. A failed short trade is recoverable, but a failed deep all-in usually is not. Viego excels when enemies dive past their own damage line. If an assassin, bruiser, or tank jumps onto the carry, turn on that target immediately instead of chasing the backline. Killing the diver creates a possession window and can flip the entire fight. Save burst for enemies who are already committed, as they have fewer escape options and stand inside the team's damage. Do not tunnel through the front line just because the backline is visible. A low-health frontline champion can be more valuable than a full-health carry sitting behind multiple control tools. Take the reset that is real, then use possession or ultimate reposition to reach the next target. If engage fails, leave diagonally, not straight backward. Running directly down the lane keeps Viego in every skillshot path. Move toward brush, minions, or the team's control zone. Use possession defensively when the fight is lost. A body swap is not only for highlight plays. Respect anti-reset spacing where enemies leave one champion forward as bait while holding crowd control behind. Stand off-center during posturing. The middle of the bridge is where every poke spell, trap, and engage line naturally lands. Do not stack on carries while waiting for a reset, as enemy area damage will hit both. Track minion waves before charging, as a healthy enemy wave can block approach and hide skillshots. The best first target is the champion who can die now. Viego's fight pattern rewards confirmed takedowns more than perfect target selection. Kill the low-health champion before chasing the high-value champion. Be careful possessing fragile ranged bodies in the middle of five enemies. Against heavy peel comps, play for the second kill, not the first dash. Use Snowball as a commitment check, not just a gap closer. Landing it does not mean taking it. Take Snowball when the target is already pressured. Snowball can also reposition to dodge bad lanes. When behind, stop trying to be the first carry killer. Play peel, punish divers, and collect the first low-health enemy the team creates. Give up space before giving up health. Use bodies to stabilize, not to style. The clean Viego game is patient until it is suddenly violent. Hold health, read the first enemy mistake, secure the easiest takedown, then let each reset choose the next target.

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Playstyle Guide

Playstyle / Team structure

Play guide

Viego The Ruined King succeeds in ARAM: Mayhem by functioning as a second engager and cleanup killer rather than a frontline initiator. During levels 1 through 6, position slightly behind your main frontline or beside the wave, using minion cover and side brush to hide your angle. Viego excels when enemies are already low, but he becomes easy to punish if he walks up first and absorbs poke damage. Take short trades around marked or low-health targets, then reset your spacing instead of chasing through the full enemy team unless allies are moving with you. The early goal is creating the first corpse, not hard carrying the first fight. Treat Snowball as a punish tool for immobile carries, overextended poke champions, or frontline targets when your team can collapse immediately. If Snowball lands but the enemy backline remains untouched and your team is far away, holding the second cast often beats donating yourself before level 6. Early augments should help you survive first contact or finish resets more reliably. Use defensive or sustain options to stay in range after the first trade, and pair offensive augments with real commits like landed Snowball or allied crowd control. Push when your team has wave control to fish for Snowball angles, but stall when enemies have stronger poke or your team is missing health. If you win an early fight, move with the strongest ally and finish the next lowest champion instead of splitting damage across five targets. If you fall behind, stand near your carries and punish enemy divers, since a diving assassin or bruiser offers an easier first possession than a full-health backline. During levels 7 through 11, stand in the second line until the first major spell exchange happens, then move into the gap. Shadow your tank or hard engage support, or play near the wave side and threaten counter-engage if your team is mostly ranged. Your rhythm becomes burst in, damage the priority target, then instantly judge whether the reset is real. If the target is not killable, step back before enemy cooldowns return. Use Snowball to bypass poke lines or follow crowd control onto a carry, landing it after enemies use disengage or after your frontline draws attention. Coordinate augments with reset chains, saving them for the moment you enter rather than during posturing. After level 12, positioning becomes about patience and threat. Stand where you can reach the first dying enemy without being the easiest target, such as side brush or behind your tank. Wait until at least one reliable stop tool is used if enemies have heavy crowd control. Stop taking small losing trades because death timers and structure pressure matter too much. Late Snowball is either fight-winning or a throw, so check three things before taking it: allies are in range, the target can die, and enemy punish tools are not waiting. Save major augment value for the decisive fight, using defensive options to survive first burst or chase tools after the first takedown. Push hard after won fights to force enemies to fight before all five are ready. When behind, stay near your carry and punish overextended divers, since a single possession can flip the entire defense. Viego wins Mayhem fights by turning one corpse into five, but only when the entry is disciplined.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Viego The Ruined King excels in ARAM: Mayhem when played as a reset-dependent finisher rather than a primary engage tool. His greatest strength is the ability to convert a single takedown into a chain of possessions, turning one kill into multiple resets that force enemies to retreat instead of calmly kiting one melee champion. When ahead, Viego should use his lead to create the first corpse rather than starting the worst fight. He is strongest when his team forces one target low, allowing him to enter possession and turn that single kill into a chain. Standing slightly behind the main engage or poke threat until an enemy is already committed prevents the enemy from spending crowd control on his real body before the reset pattern starts. Viego's main weakness is being punished before possession begins. He hates being locked under the enemy side of the lane with no corpse available, and he can be stopped before his first reset if hard crowd control is saved for him. Even with a lead, he is not immune to being collapsed on by five ready opponents. His throw pattern is taking the first corpse, pressing forward into prepared enemies, and losing his real body before his team can follow. When behind, Viego shifts from primary engager to punish champion. His job becomes surviving the first enemy wave of damage, helping create one low-health target, and using that takedown to steal tempo. Trying to front-to-back duel a fed enemy team from full health usually results in death before possession matters. Behind Viego should peel for his backline when enemy divers jump in, as he often gets his best reset from killing the champion who overcommitted into his team. The ahead rule is to be greedy for resets, not for distance. A clean lead looks like one target dying, Viego borrowing safety or damage, then his team collapsing on the next target. The behind rule is patience with a purpose: waiting for the enemy to spend damage, crowd control, or positioning, then striking the target the team can actually kill. Augments can patch Viego's entry, durability, or sticking power, but the comeback still starts with one realistic takedown. Protect that condition and Viego can flip fights that looked lost; ignore it and the fight ends before he gets to be himself.

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Champion Background

Lore / Identity / Text block

Background copy

Viego The Ruined King brings a unique identity to ARAM: Mayhem centered on his passive, Sovereign's Domination, which transforms every takedown into a potential chain of resets. When Viego contributes to killing an enemy champion, he can possess the corpse, briefly becoming that champion and gaining access to their basic abilities and items. In the crowded, fast-paced environment of Mayhem, this passive becomes Viego's real engage payoff rather than a bonus feature. The strategic depth comes from recognizing that the best possessions are not always the flashiest ones. A support with crowd control or a tank with an escape can be more valuable than a damaged carry if it ensures survival for the next two seconds. Q, Blade of the Ruined King, serves as Viego's primary damage tool and the bridge between every action in his kit. It damages enemies in a line and rewards follow-up attacks on marked targets. In Mayhem's single-lane chaos, Q allows Viego to contribute without fully committing, poking through minions and frontliners while building takedown credit for passive resets. The key insight is that Viego does not need to start by killing the carry. He needs one kill, any kill, then the passive chain can reach the backline. W, Spectral Maw, functions as Viego's pick tool and one of his most punishable buttons. It charges and fires a mist projectile that stuns the first enemy champion hit while moving Viego forward. The narrow lane of ARAM means W can start kills when enemies position poorly behind minions, but it can also get Viego killed instantly if he dashes into five players. Smart use means holding W until someone is already slowed, trapped, or forced against terrain, and treating it more often as a follow-up tool than a starter. E, Harrowed Path, spreads mist along terrain and grants Viego camouflage and combat stats while inside it. On the ARAM bridge, E is strongest when placed along side walls to create a moving threat zone. It should be cast before committing, not after dying. If enemies back away from the mist, Viego gains space. If they step in carelessly, he has an angle for W or Q. R, Heartbreaker, is Viego's finisher and reset connector. It makes him leap to a target area, strike a low-health enemy, and knock away nearby enemies. In Mayhem's constant brawls, Heartbreaker should be saved until a target is killable or a passive chain is starting. Raw R into healthy enemies often loses fights. The ability functions as a reset engine after possession sequences, allowing Viego to exit a borrowed body and immediately threaten the next vulnerable target. A failed R represents one of Viego's biggest throw windows, costing him execute pressure, reset access, and a major reposition tool.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Viego wins Mayhem fights by turning one takedown into the next one, and most bad Viego games come from forcing the first reset instead of earning it. The critical mistakes that lose fights include missed setup, greedy possessions, late exits, and diving before your team can follow. Mechanically, Viego players often waste their stun by charging forward in full view and releasing it from max range, allowing good players to sidestep and leaving Viego with no reliable engage tool. The correct approach is casting from fog, behind minions, after an ally slow, or during enemy animation locks. If the enemy is already dodging, hold the threat rather than firing instantly. Another common error is using mobility only to enter fights with no plan for landing after the first target drops, which results in getting one hit and dying before the passive matters. Viego should enter from angles where the first victim is already threatened by teammates and keep an escape path toward the backline or a possession body. Possession mistakes prove particularly costly. Taking the first body instantly without checking abilities or position can place Viego into a squishy champion surrounded by enemies, getting deleted before casting anything meaningful. Each possession should be treated as a short loan, taking bodies that provide useful spells, safer positions, or chain continuation. Conversely, holding possessions too long because the stolen champion feels strong causes Viego to miss reset tempo while the team outruns or dies. Use stolen kits for one clear purpose such as crowd control, burst, shielding, repositioning, or finishing another low target, then exit when the next kill is available. Ultimate mistakes include using it on the first low-health enemy without checking shields, peel, or spacing, causing the target to survive and leaving Viego in a bad position. The ultimate works best when targets are committed, crowd-controlled, or separated from peel. Fighting inside mist as if it grants untouchability leads to punishment from area damage and skillshots, while auto-attacking nearest targets instead of tracking health bars for reset opportunities wastes Viego's potential. Decision mistakes often prove more damaging than mechanical ones. Drafting or playing as the only engage without reliable follow-up gives enemies a clean focus target. When teams lack hard engage, Viego should play as a second wave, letting poke, Snowball users, tanks, or enemy mistakes create the first low-health target. Snowballing onto enemy backlines just because the mark hit arrives before the team and hands enemies an easy collapse. Building purely for damage against heavy peel and burst results in dying during the first crowd-control chain without reaching possession value. Additional errors include diving tanks while carries free-cast behind them, chasing possession chains past enemy respawn advantage after winning fights, starting fights while key allied damage is dead or too far back, ignoring enemy anti-reset tools like disengage and invulnerability effects, and treating every fight as all-in. Viego players should vary their tempo, sometimes posturing, sometimes counter-engaging, and sometimes hard committing when low targets appear. The uncertainty creates pressure, and when enemies are waiting, playing slower for waves while punishing whoever steps forward rebuilds respect before attempting decisive engages.

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FAQ

Viego

FAQ

Is Viego a good pick in ARAM: Mayhem? Yes, if your team can help start fights or soften targets before you go in. Viego is strongest when enemies begin dying in sequence, because each takedown can turn a messy fight into a reset chain. The tradeoff is that he is much weaker when he has to be the first body into five champions with no setup. What is Viego trying to do in team fights? Viego wants to enter after key enemy damage or crowd control has been used, finish a low-health target, then use the possession window to keep fighting or escape. If you dive too early, you often get focused before you can trigger the first reset. Wait for a damaged target, commit fast, and let the fight snowball from that first kill. Should Viego start fights or follow up? Most of the time, Viego should follow up. If your tank, engager, or poke champion creates a low-health target, you can dash in and secure the reset with much less risk. Starting fights is possible when you catch someone isolated, but forcing into a full enemy line usually trades your life for nothing.

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