ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T2 Rank #34

Jax ARAM Mayhem Build & Best Augments

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

Jax Jax Grandmaster at Arms Fighter / Tank / Mage
TierT2
Rank#34
Win Rate51.00%
Pick Rate0.49%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate57.62%
Pick Rate10.20%
#2
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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%.

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

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

Win Rate52.90%
Pick Rate4.73%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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.

Win Rate51.38%
Pick Rate3.65%

Situational itemstop 12

Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

53.79%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

53.21%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

45.80%
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.

51.51%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

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

51.21%
Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

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

54.29%
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%.

52.35%
Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

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

52.11%
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.

56.07%
Kaenic Rookern Kaenic Rookern Kaenic Rookern
Total Price
2,900
Price
800

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

57.28%
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.

51.46%
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.

51.72%

Starting items

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

+350 Health

52.85%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

52.85%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

63.21%
Phage Phage Phage
Total Price
1,100
Price
350

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

63.21%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

47.38%
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.

47.38%
Sheen Sheen Sheen
Total Price
900
Price
650

+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.

47.38%

Core items

#1
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.

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 Rate51.52%
Pick Rate21.49%
#2
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.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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.

Win Rate54.19%
Pick Rate17.94%
#3
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.

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 Rate53.85%
Pick Rate11.72%

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.

53.23%
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.

53.40%
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.

53.54%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

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.

51.57%
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.

55.12%
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%.

51.97%
Spear of Shojin Spear of Shojin Spear of Shojin
Total Price
3,100
Price
675

+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).

51.57%
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.

50.93%
Dusk and Dawn Dusk and Dawn Dusk and Dawn
Total Price
3,100
Price
300

+300 Health +60 Ability Power +20 Ability Haste +20% Attack Speed Spellblade: (0s) After using an Ability, your next Attack deals bonus magic damage and heals you for On-Hit and then applies On-Hit effects an additional time.

58.49%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

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

57.00%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

50.69%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

52.16%
Phage Phage Phage
Total Price
1,100
Price
350

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

52.16%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

56.72%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

56.72%
Sheen Sheen Sheen
Total Price
900
Price
650

+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.

56.72%
Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

49.77%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

49.77%

Core items

#1
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.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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.

Win Rate56.00%
Pick Rate23.98%
#2
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.

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%.

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.

Win Rate55.65%
Pick Rate8.80%
#3
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.

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

Win Rate56.28%
Pick Rate5.42%

Situational itemstop 12

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.

55.52%
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.

55.56%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

55.24%
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.

55.42%
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.

53.86%
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%.

55.00%
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.

54.27%
Spear of Shojin Spear of Shojin Spear of Shojin
Total Price
3,100
Price
675

+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).

55.02%
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.

54.83%
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

54.45%
Zhonya's Hourglass Zhonya's Hourglass Zhonya's Hourglass
Total Price
3,250
Price
450

+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.

52.57%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

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

55.89%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

55.83%
Phage Phage Phage
Total Price
1,100
Price
350

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

55.83%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

52.61%
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.

52.61%
Sheen Sheen Sheen
Total Price
900
Price
650

+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.

52.61%
Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

56.61%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

56.61%

Core items

#1
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.

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 Rate45.53%
Pick Rate26.01%
#2
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.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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.

Win Rate52.16%
Pick Rate20.60%
#3
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.

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 Rate52.15%
Pick Rate11.16%

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.

50.83%
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.

50.33%
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.

50.52%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

49.85%
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%.

51.37%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

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

49.74%
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

47.62%
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.

47.62%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

53.26%
Guinsoo's Rageblade Guinsoo's Rageblade Guinsoo's Rageblade
Total Price
3,000
Price
1,025

+30 Attack Damage +30 Ability Power +25% Attack Speed Wrath Attacks deal 30 bonus magic damage On-Hit. Seething Strike Attacks grant +8% Attack Speed for 3 seconds. (stacks 4 times). While fully stacked, every third Attack applies On-Hit effects twice.

54.31%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

42.97%
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.

53.01%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

51.71%
Phage Phage Phage
Total Price
1,100
Price
350

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

51.71%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

50.27%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

50.27%
Sheen Sheen Sheen
Total Price
900
Price
650

+10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit.

50.27%
Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

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

+5 Ability Haste

55.10%

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
61.53%
Pick Rate
6.69%
Games
876

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

View augment details
GoldT161.53%6.69%876
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
61.39%
Pick Rate
3.52%
Games
461

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

View augment details
GoldT161.39%3.52%461
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
54.99%
Pick Rate
13.02%
Games
1,704

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

View augment details
GoldT154.99%13.02%1,704
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.26%
Pick Rate
8.25%
Games
1,080

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

View augment details
PrismaticT154.26%8.25%1,080
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
53.36%
Pick Rate
12.17%
Games
1,593

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
GoldT153.36%12.17%1,593
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.33%
Pick Rate
4.58%
Games
600

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
PrismaticT153.33%4.58%600
Master of Duality Master of Duality Master of Duality Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.27%
Pick Rate
7.83%
Games
1,025

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

View augment details
PrismaticT153.27%7.83%1,025
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.21%
Pick Rate
4.52%
Games
592

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
PrismaticT153.21%4.52%592
Upgrade Sheen Upgrade Sheen Upgrade Sheen Gold
Rarity
Gold
Tier
T4
Win Rate
53.17%
Pick Rate
14.10%
Games
1,845

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
GoldT153.17%14.10%1,845
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
52.99%
Pick Rate
4.10%
Games
536

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
GoldT152.99%4.10%536
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.79%
Pick Rate
4.79%
Games
627

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
PrismaticT152.79%4.79%627
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
52.61%
Pick Rate
9.51%
Games
1,245

Gain 15% omnivamp .

View augment details
SilverT152.61%9.51%1,245
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
52.59%
Pick Rate
4.87%
Games
637

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT152.59%4.87%637
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
52.53%
Pick Rate
7.55%
Games
988

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
SilverT152.53%7.55%988
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
52.48%
Pick Rate
4.94%
Games
646

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
GoldT152.48%4.94%646
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
52.23%
Pick Rate
5.65%
Games
739

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

View augment details
GoldT152.23%5.65%739
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
52.23%
Pick Rate
9.77%
Games
1,279

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

View augment details
SilverT152.23%9.77%1,279
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
52.22%
Pick Rate
10.35%
Games
1,354

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
GoldT152.22%10.35%1,354
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
51.99%
Pick Rate
5.76%
Games
754

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

View augment details
GoldT151.99%5.76%754
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
51.62%
Pick Rate
10.58%
Games
1,385

Grants 60% bonus attack speed .

View augment details
SilverT151.62%10.58%1,385
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
51.30%
Pick Rate
9.99%
Games
1,308

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT151.30%9.99%1,308
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.16%
Pick Rate
4.61%
Games
604

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT151.16%4.61%604
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.99%
Pick Rate
5.00%
Games
655

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

View augment details
PrismaticT150.99%5.00%655
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
50.69%
Pick Rate
4.43%
Games
580

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

View augment details
SilverT150.69%4.43%580
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
50.58%
Pick Rate
11.24%
Games
1,471

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
GoldT150.58%11.24%1,471
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
50.49%
Pick Rate
4.65%
Games
608

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
SilverT150.49%4.65%608
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
48.42%
Pick Rate
6.52%
Games
853

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

View augment details
GoldT148.42%6.52%853
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
48.13%
Pick Rate
4.70%
Games
615

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

View augment details
GoldT148.13%4.70%615
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
48.02%
Pick Rate
6.57%
Games
860

Grants 18% armor penetration and magic penetration .

View augment details
GoldT148.02%6.57%860
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
47.37%
Pick Rate
3.48%
Games
456

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
GoldT147.37%3.48%456
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
46.54%
Pick Rate
3.97%
Games
520

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
PrismaticT146.54%3.97%520
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
63.79%
Pick Rate
2.22%
Games
290

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

View augment details
PrismaticT263.79%2.22%290
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
59.46%
Pick Rate
3.11%
Games
407

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

View augment details
SilverT259.46%3.11%407
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
58.40%
Pick Rate
1.91%
Games
250

Gain 2 Stat Anvils .

View augment details
SilverT258.40%1.91%250
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
58.00%
Pick Rate
2.29%
Games
300

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
GoldT258.00%2.29%300
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
56.19%
Pick Rate
1.60%
Games
210

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
PrismaticT256.19%1.60%210
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
55.73%
Pick Rate
2.00%
Games
262

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
GoldT255.73%2.00%262
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
55.36%
Pick Rate
2.57%
Games
336

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
GoldT255.36%2.57%336
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
55.26%
Pick Rate
2.03%
Games
266

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

View augment details
GoldT255.26%2.03%266
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
54.90%
Pick Rate
3.12%
Games
408

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

View augment details
SilverT254.90%3.12%408
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
54.29%
Pick Rate
2.94%
Games
385

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

View augment details
GoldT254.29%2.94%385
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
54.01%
Pick Rate
2.09%
Games
274

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

View augment details
GoldT254.01%2.09%274
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
54.01%
Pick Rate
2.86%
Games
374

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
PrismaticT254.01%2.86%374
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
54.00%
Pick Rate
1.53%
Games
200

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
GoldT254.00%1.53%200
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.91%
Pick Rate
1.86%
Games
243

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
PrismaticT253.91%1.86%243
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
53.80%
Pick Rate
2.61%
Games
342

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
GoldT253.80%2.61%342
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
53.79%
Pick Rate
3.13%
Games
409

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
GoldT253.79%3.13%409
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
53.67%
Pick Rate
3.02%
Games
395

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
SilverT253.67%3.02%395
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
53.32%
Pick Rate
3.45%
Games
452

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

View augment details
GoldT253.32%3.45%452
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
53.04%
Pick Rate
1.89%
Games
247

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

View augment details
GoldT253.04%1.89%247
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.42%
Pick Rate
1.73%
Games
227

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

View augment details
PrismaticT252.42%1.73%227
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
52.38%
Pick Rate
1.93%
Games
252

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

View augment details
GoldT252.38%1.93%252
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.13%
Pick Rate
2.15%
Games
282

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
PrismaticT252.13%2.15%282
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
52.04%
Pick Rate
2.25%
Games
294

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
GoldT252.04%2.25%294
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
52.02%
Pick Rate
2.83%
Games
371

Grants 60 ability haste .

View augment details
GoldT252.02%2.83%371
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
51.99%
Pick Rate
2.69%
Games
352

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
SilverT251.99%2.69%352
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
51.37%
Pick Rate
3.06%
Games
401

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

View augment details
SilverT251.37%3.06%401
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
51.08%
Pick Rate
2.12%
Games
278

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

View augment details
GoldT251.08%2.12%278
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
51.02%
Pick Rate
2.62%
Games
343

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
GoldT251.02%2.62%343
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
50.90%
Pick Rate
2.99%
Games
391

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

View augment details
SilverT250.90%2.99%391
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
48.85%
Pick Rate
3.00%
Games
393

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT248.85%3.00%393
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
48.55%
Pick Rate
2.11%
Games
276

Grants 50% critical strike chance .

View augment details
GoldT248.55%2.11%276
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
48.13%
Pick Rate
2.05%
Games
268

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

View augment details
GoldT248.13%2.05%268
Spin To Win Spin To Win Spin To Win Silver
Rarity
Silver
Tier
T5
Win Rate
47.83%
Pick Rate
1.76%
Games
230

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

View augment details
SilverT247.83%1.76%230
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
47.79%
Pick Rate
1.90%
Games
249

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

View augment details
GoldT247.79%1.90%249
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
47.55%
Pick Rate
3.28%
Games
429

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

View augment details
GoldT247.55%3.28%429
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
47.37%
Pick Rate
1.74%
Games
228

Gain 1750 upon acquiring this augment.

View augment details
GoldT247.37%1.74%228
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.50%
Pick Rate
1.86%
Games
243

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
PrismaticT246.50%1.86%243
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
59.69%
Pick Rate
1.46%
Games
191

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

View augment details
PrismaticT359.69%1.46%191
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
59.35%
Pick Rate
1.18%
Games
155

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT359.35%1.18%155
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
58.68%
Pick Rate
0.92%
Games
121

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

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GoldT358.68%0.92%121
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
58.50%
Pick Rate
1.12%
Games
147

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
SilverT358.50%1.12%147
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
57.76%
Pick Rate
0.89%
Games
116

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 ).

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SilverT357.76%0.89%116
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
57.14%
Pick Rate
0.80%
Games
105

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
PrismaticT357.14%0.80%105
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
56.39%
Pick Rate
1.02%
Games
133

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 .

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PrismaticT356.39%1.02%133
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
56.34%
Pick Rate
1.08%
Games
142

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.

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PrismaticT356.34%1.08%142
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
55.56%
Pick Rate
1.31%
Games
171

Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds.

View augment details
SilverT355.56%1.31%171
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
55.40%
Pick Rate
1.06%
Games
139

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
GoldT355.40%1.06%139
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
55.26%
Pick Rate
0.87%
Games
114

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

View augment details
SilverT355.26%0.87%114
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
55.14%
Pick Rate
0.82%
Games
107

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.

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PrismaticT355.14%0.82%107
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
54.90%
Pick Rate
1.17%
Games
153

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

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GoldT354.90%1.17%153
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
54.46%
Pick Rate
0.86%
Games
112

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
SilverT354.46%0.86%112
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
54.40%
Pick Rate
0.96%
Games
125

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.

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GoldT354.40%0.96%125
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
53.76%
Pick Rate
1.42%
Games
186

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

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SilverT353.76%1.42%186
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
53.64%
Pick Rate
1.15%
Games
151

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).

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GoldT353.64%1.15%151
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.51%
Pick Rate
1.41%
Games
185

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

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PrismaticT353.51%1.41%185
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
53.11%
Pick Rate
1.35%
Games
177

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
GoldT353.11%1.35%177
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
52.84%
Pick Rate
1.34%
Games
176

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
SilverT352.84%1.34%176
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
52.75%
Pick Rate
1.39%
Games
182

Increases attack damage by 20% .

View augment details
SilverT352.75%1.39%182
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
52.73%
Pick Rate
0.84%
Games
110

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

View augment details
GoldT352.73%0.84%110
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
52.31%
Pick Rate
0.99%
Games
130

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

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SilverT352.31%0.99%130
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
51.69%
Pick Rate
0.90%
Games
118

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

View augment details
GoldT351.69%0.90%118
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.58%
Pick Rate
1.45%
Games
190

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

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PrismaticT351.58%1.45%190
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.43%
Pick Rate
0.80%
Games
105

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT351.43%0.80%105
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
51.34%
Pick Rate
1.43%
Games
187

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
SilverT351.34%1.43%187
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.35%
Pick Rate
1.09%
Games
143

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.

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PrismaticT350.35%1.09%143
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
50.34%
Pick Rate
1.12%
Games
147

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.

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GoldT350.34%1.12%147
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
50.00%
Pick Rate
1.24%
Games
162

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

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SilverT350.00%1.24%162
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.00%
Pick Rate
1.16%
Games
152

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.

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PrismaticT350.00%1.16%152
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
49.23%
Pick Rate
0.99%
Games
130

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

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GoldT349.23%0.99%130
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
49.16%
Pick Rate
1.37%
Games
179

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
GoldT349.16%1.37%179
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.00%
Pick Rate
0.76%
Games
100

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

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PrismaticT349.00%0.76%100
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
48.80%
Pick Rate
1.27%
Games
166

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

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GoldT348.80%1.27%166
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
47.71%
Pick Rate
0.83%
Games
109

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.

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GoldT347.71%0.83%109
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
47.49%
Pick Rate
1.37%
Games
179

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
GoldT347.49%1.37%179
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.93%
Pick Rate
1.37%
Games
179

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
PrismaticT346.93%1.37%179
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
46.43%
Pick Rate
1.28%
Games
168

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

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SilverT346.43%1.28%168
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
46.09%
Pick Rate
0.98%
Games
128

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

View augment details
SilverT346.09%0.98%128
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
45.97%
Pick Rate
0.95%
Games
124

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.

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GoldT345.97%0.95%124
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
45.61%
Pick Rate
0.87%
Games
114

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 .

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SilverT345.61%0.87%114
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
44.64%
Pick Rate
0.86%
Games
112

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
SilverT344.64%0.86%112
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
42.48%
Pick Rate
0.86%
Games
113

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

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SilverT342.48%0.86%113
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.45%
Pick Rate
0.81%
Games
106

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.

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PrismaticT342.45%0.81%106
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
42.06%
Pick Rate
0.96%
Games
126

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
GoldT342.06%0.96%126
Quest: Icathia's Fall Quest: Icathia's Fall Quest: Icathia's Fall Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
64.41%
Pick Rate
0.45%
Games
59

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

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PrismaticT464.41%0.45%59
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
64.29%
Pick Rate
0.43%
Games
56

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

View augment details
SilverT464.29%0.43%56
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
60.98%
Pick Rate
0.63%
Games
82

Gain ability haste equal to 30% AP .

View augment details
PrismaticT460.98%0.63%82
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
58.44%
Pick Rate
0.59%
Games
77

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
PrismaticT458.44%0.59%77
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
57.89%
Pick Rate
0.44%
Games
57

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

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GoldT457.89%0.44%57
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
56.25%
Pick Rate
0.61%
Games
80

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

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SilverT456.25%0.61%80
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
55.22%
Pick Rate
0.51%
Games
67

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

View augment details
SilverT455.22%0.51%67
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
55.00%
Pick Rate
0.46%
Games
60

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

View augment details
PrismaticT455.00%0.46%60
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
53.85%
Pick Rate
0.40%
Games
52

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT453.85%0.40%52
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.57%
Pick Rate
0.43%
Games
56

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

View augment details
PrismaticT453.57%0.43%56
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.33%
Pick Rate
0.57%
Games
75

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
PrismaticT453.33%0.57%75
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.08%
Pick Rate
0.73%
Games
96

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
PrismaticT452.08%0.73%96
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
51.16%
Pick Rate
0.66%
Games
86

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT451.16%0.66%86
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
51.11%
Pick Rate
0.69%
Games
90

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
SilverT451.11%0.69%90
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
50.77%
Pick Rate
0.50%
Games
65

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
GoldT450.77%0.50%65
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
50.00%
Pick Rate
0.43%
Games
56

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

View augment details
SilverT450.00%0.43%56
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
49.44%
Pick Rate
0.68%
Games
89

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT449.44%0.68%89
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
49.35%
Pick Rate
0.59%
Games
77

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
GoldT449.35%0.59%77
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
49.33%
Pick Rate
0.57%
Games
75

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

View augment details
SilverT449.33%0.57%75
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
49.15%
Pick Rate
0.45%
Games
59

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

View augment details
SilverT449.15%0.45%59
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
48.91%
Pick Rate
0.70%
Games
92

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

View augment details
GoldT448.91%0.70%92
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.06%
Pick Rate
0.39%
Games
51

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

View augment details
PrismaticT447.06%0.39%51
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.67%
Pick Rate
0.46%
Games
60

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

View augment details
PrismaticT446.67%0.46%60
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
45.35%
Pick Rate
0.66%
Games
86

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

View augment details
GoldT445.35%0.66%86
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
43.08%
Pick Rate
0.50%
Games
65

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

View augment details
SilverT443.08%0.50%65
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.59%
Pick Rate
0.41%
Games
54

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
PrismaticT442.59%0.41%54
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
42.42%
Pick Rate
0.50%
Games
66

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

View augment details
SilverT442.42%0.50%66
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.38%
Pick Rate
0.44%
Games
58

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

View augment details
PrismaticT441.38%0.44%58
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.00%
Pick Rate
0.46%
Games
60

Grants 3 random Dragon Souls .

View augment details
PrismaticT440.00%0.46%60

Jax Skill Combos

Extracted from the skill order guide

Skill Order
RWEQ

Normal order: R > W > E > Q.

RWQE

If your augments heavily reward mobility, dashing, target access, or first-contact burst: shift toward R > W > Q > E, or take three early points in W and then max Q second.

RWEQ

Put points in R whenever it is available, max W first, max E second, and leave Q for last unless your game clearly demands more engage range uptime.

Jax Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Jax counters these champions in ARAM: Mayhem.

Master Yi Master Yi Master Yi T1
Tier
T1
Rank
#18
Win Rate
52.96%
Pick Rate
0.73%

Master Yi is a melee reset carry who wants one clean opening, then turns a fight into a chase. He farms damage through repeated autos, uses Alpha Strike to dodge key hits or follow low-health targets, and looks strongest when enemies have already spent their crowd control. In ARAM: Mayhem, the constant fighting gives Yi more chances to snowball, but it also exposes his biggest weakness: he is easy to punish before he commits or right after Alpha Strike ends. Play him like a finisher, not a frontliner. Wait for cooldowns, enter from the side, clean up the first target, then use resets and movement speed to keep the fight rolling. View champion guide

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

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

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

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

Irelia Irelia Irelia T5
Tier
T5
Rank
#170
Win Rate
45.18%
Pick Rate
0.26%

Irelia the Blade Dancer Irelia is a mobile diver who thrives on reset mechanics and sustained fighting. Her entire gameplay loop revolves around stacking her passive, landing her ultimate to mark targets, and dashing repeatedly to chase down kills. She is a high-execution champion where positioning and timing matter more than raw stat-checking. In ARAM: Mayhem, the accelerated pace and constant team fighting actually favor her reset style. You get to team fight non-stop, which is exactly where Irelia wants to be. The mode's chaos gives her more opportunities to find resets, though she still needs to respect burst damage and heavy crowd control. Her signature pattern is simple: stack your passive on minions or approaching enemies, hit your ultimate to create kill zones, then dash through marked targets to reset and continue the chase. Miss your ultimate or enter a fight without passive stacks, and you will likely die before getting anything done. 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

Read counter details

Countered By

5

Jax is countered by these champions in ARAM: Mayhem.

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

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

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

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

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

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

Vayne Vayne Vayne T1
Tier
T1
Rank
#7
Win Rate
54.56%
Pick Rate
0.94%

Vayne is a short-ranged marksman built for duels, tank killing, and late-fight cleanups. Her pattern is simple to understand but hard to play well: keep moving, land repeated attacks on the same target, use Tumble to dodge or chase, and punish enemies who stand near walls with Condemn. She is not a safe poke champion. She wants space, patience, and a good moment to turn the fight. In ARAM: Mayhem, Vayne is sharper but riskier. The constant brawling gives her plenty of targets to shred, and augments can help cover her usual weaknesses with more damage, mobility, or survival. The problem is that the map is crowded and engage comes fast, so one bad step can get her deleted before she deals damage. Play her like a hunter, not a turret: wait for key crowd control to miss, kite from the edge, then commit when the enemy front line is stuck chasing you. View champion guide

Read counter details

Jax Team Comp Highlights

Partner patterns extracted from the team comp guide

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

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

Lulu

Lulu gives Jax the two things he values most when he is the main melee threat: protection while entering and extra threat once he reaches a carry. Her shields, speed, and emergency peel let Jax take a sharper angle without instantly losing the trade to ranged focus.

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

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

Amumu

Amumu gives Jax clean access. His engage and area lockdown create the exact kind of clumped fight where Jax can enter without eating every spell on the way in. Jax adds sustained damage after Amumu starts the fight, so the combo does not depend on one burst rotation killing everyone instantly.

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

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

Orianna

Orianna turns Jax into a delivery threat without making him abandon his normal job. Her shield and ball positioning reward Jax for taking the correct flank or jump target, and her area control punishes enemies who collapse too tightly on him.

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

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

Seraphine

Seraphine gives Jax a safer fight shape. Her shielding, healing pressure, crowd control, and long-range follow-up help him survive the approach and keep enemies from freely walking out after he commits. She also likes having a durable melee threat who forces enemies to group or retreat in straight lines.

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

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

Zilean

Zilean gives Jax tempo and insurance. Speed helps Jax choose when the fight starts, and the revive threat makes enemies hesitate to commit everything into him. That hesitation is valuable because Jax wins many fights by surviving the first answer and continuing to hit.

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

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

Jax Jax Jax T2
Tier
T2
Rank
#34
Win Rate
51.00%
Pick Rate
0.49%

Jax is a melee duelist who wants to get into the fight, survive the first burst, and turn it into a winning brawl. His signature pattern is simple: jump onto a target, use his defensive window to blunt their retaliation, then keep hitting until someone has to run.In ARAM: Mayhem, Jax plays less like a slow side-lane scaler and more like a frontline skirmisher. Fights start often, space is tight, and he gets more chances to punish overextended carries. Pick him when your team can follow his engage or when the enemy has attackers he can jump on; be careful when you are forced to walk through heavy poke and crowd control before you ever reach a target. 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

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

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

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

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

Synergy mechanism: Lulu gives Jax the two things he values most when he is the main melee threat: protection while entering and extra threat once he reaches a carry. Her shields, speed, and emergency peel let Jax take a sharper angle without instantly losing the trade to ranged focus. Combo: Jax waits for enemy crowd control or disengage to be used, then jumps onto a priority target while Lulu immediately buffs him and saves her strongest defensive tool for the enemy’s counter-burst. If Jax starts with Counter Strike pressure, Lulu can help him stay on top of the target long enough to turn the stun window into a kill or a forced retreat. Best scenario: This pairing is strongest when the enemy has one or two immobile damage dealers who rely on spacing rather than hard disengage. Lulu lets Jax ignore light poke, survive the first focus wave, and keep swinging after the enemy front line turns on him. Enemy answer: Good opponents will bait Lulu’s protection first, then re-engage after Jax is committed. They may also spread out so Jax can only threaten one target while the rest hit him from range. Failure risk: If Lulu uses her defensive buttons too early, Jax can overestimate his durability and jump into a fight that is already lost. The lane also struggles if both players play too passively and let poke champions stack free damage before the all-in. Recovery: Jax should stop forcing first engage and play as a counter-diver until Lulu’s key tools are back. Stand near the carries, punish enemy melee champions who walk in, then re-enter once the enemy has spent the spells that stopped the first attempt. 2. Amumu Synergy mechanism: Amumu gives Jax clean access. His engage and area lockdown create the exact kind of clumped fight where Jax can enter without eating every spell on the way in. Jax adds sustained damage after Amumu starts the fight, so the combo does not depend on one burst rotation killing everyone instantly. Combo: Amumu looks for the first reliable catch on a carry or clustered frontline. Jax follows slightly after the engage, not before it, so enemies have already used movement or defensive tools. Once Amumu locks targets in place, Jax jumps to the highest-value enemy in range and uses Counter Strike to punish auto attackers trying to fight back. Best scenario: This works best into teams that group tightly around a poke mage or marksman. Amumu forces them to stop kiting for a moment, and Jax turns that pause into a brawl. It is also strong when your backline has enough damage to follow, because enemies cannot focus Amumu, Jax, and the carries at the same time. Enemy answer: The enemy will try to split their formation, keep vision of Amumu’s angle, and save displacement or silence effects for Jax after Amumu commits. If they make Amumu engage only on a tank, the follow-up becomes much weaker. Failure risk: The biggest risk is double-committing into a bad target. If Amumu catches a durable champion and Jax jumps in anyway, both melee champions can get kited after the initial control ends. Recovery: If the first engage hits frontline only, Jax should use the fight to zone rather than chase. Hit the nearest safe target, hold enough mobility to leave, and let Amumu’s presence force space while your ranged champions reset the wave and cooldowns. 3. Orianna Synergy mechanism: Orianna turns Jax into a delivery threat without making him abandon his normal job. Her shield and ball positioning reward Jax for taking the correct flank or jump target, and her area control punishes enemies who collapse too tightly on him. Combo: Orianna places the ball on Jax before he enters or as he moves forward. Jax jumps onto a carry or into the space between enemy damage dealers. If the enemy stacks to peel him, Orianna pulls the fight together and Jax continues the trade during the disruption. If they scatter, Jax has already broken their formation and your team gets room to advance. Best scenario: This pairing shines when the enemy response to Jax is predictable: group around the carry, chain defensive spells, and burst him as he lands. Orianna punishes that clump while Jax forces the panic reaction in the first place. Enemy answer: Smart enemies will track the ball, back away from Jax before he jumps, or hold disengage until after Orianna commits. They may also poke Orianna down so she cannot safely walk up to support Jax’s angle. Failure risk: If Jax jumps too deep while Orianna is out of range, the ball threat disappears and he becomes a normal melee diver stuck behind the enemy line. If Orianna uses her combo before Jax has forced movement, enemies can simply walk away and then punish him. Recovery: Reset the spacing. Jax should hover near the ball and threaten a shorter jump instead of diving the backline. Orianna can use the ball to control the center of the bridge, and Jax can punish anyone who steps forward to clear or poke. 4. Seraphine Synergy mechanism: Seraphine gives Jax a safer fight shape. Her shielding, healing pressure, crowd control, and long-range follow-up help him survive the approach and keep enemies from freely walking out after he commits. She also likes having a durable melee threat who forces enemies to group or retreat in straight lines. Combo: Seraphine softens the enemy with range and waits for Jax to threaten the jump. When Jax enters, she layers crowd control through the same corridor or follows his target’s escape path. If the enemy turns to burst him, her teamwide protection buys the extra seconds Jax needs to finish the trade or retreat. Best scenario: This is strongest in slower ARAM fights where both teams trade poke before committing. Seraphine keeps Jax healthy enough to look for multiple entries, while Jax gives her a clear anchor for follow-up spells instead of forcing her to fish blind from max range. Enemy answer: Enemies can answer by hard engaging Seraphine before Jax is ready or by holding high-impact crowd control specifically for Jax’s landing. Long-range poke can also pressure her into spending protection early. Failure risk: If Jax and Seraphine fight on different timings, the combo loses value. Jax jumping before Seraphine is in range often ends with him isolated. Seraphine casting everything before Jax commits gives the enemy a clean window to re-engage. Recovery: Play the next wave patiently. Jax should bodyguard Seraphine from enemy divers and only threaten forward when her main follow-up is available. If Seraphine gets chunked, Jax should stop looking for backline dives and instead protect the wave until the team can heal, shield, or reset positioning. 5. Zilean Synergy mechanism: Zilean gives Jax tempo and insurance. Speed helps Jax choose when the fight starts, and the revive threat makes enemies hesitate to commit everything into him. That hesitation is valuable because Jax wins many fights by surviving the first answer and continuing to hit. Combo: Zilean speeds Jax as he angles forward, then holds his revive until the enemy truly commits burst or execution pressure. Jax can jump in aggressively, force defensive tools, and either live through the first focus or come back while the enemy has already spent key cooldowns. Best scenario: This pairing is excellent when the enemy has reliable single-target burst but limited sustained damage after the opening. Jax can bait their first rotation, Zilean denies the payoff, and your team cleans up while the enemy formation is stuck too far forward. Enemy answer: Opponents may ignore Jax during the revive window and hit the rest of the team, or they may save crowd control to trap him after he comes back. They can also poke Zilean first so he cannot safely stand close enough to support the dive. Failure risk: The combo fails when Jax treats the revive as permission to dive five people with no follow-up. If he dies too deep, the revive only delays the death and gives the enemy time to surround the respawn point. Recovery: Jax should use Zilean’s protection to take controlled fights, not coin flips. After a failed dive, he should re-enter from the side of his own team, force enemies to walk through bombs and backline damage, and only jump again when a real escape or kill target is available.

The most valuable team functions for Jax are reliable engage setup, movement support, shields or healing during the first focus window, long-range damage that punishes enemies for stacking on him, and at least one disengage tool for failed dives. If a draft has only poke and no way to follow Jax, he becomes a lonely initiator and gets kited. If a draft has only melee dive and no ranged threat, enemies can clump, peel backward, and burn everyone at once. The cleanest Jax teams make the enemy choose between peeling him, dodging area control, and answering your backline damage; once they have to solve all three, Jax gets the ugly fight he wants.

Jax ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityJax is usually a scaling melee carry who plays around Counter Strike, waits for enemy cooldowns, and becomes dangerous after surviving the first burst.He becomes a repeated skirmish diver who threatens backlines often, forcing panic movement and resetting behind frontline if he cannot finish the target.Shift from patient scaling to controlled aggression; enter only when enemies cannot instantly peel.
Counter Strike UsageIt is common to activate Counter Strike while walking forward just to threaten space or block key basic attacks during trades.Showing Counter Strike too early invites punishment; use fog or allied crowd control to force enemies to choose badly.Treat Counter Strike as a permission slip to stand in danger, not a permanent shield.
Leap Strike DecisionsJax often uses Leap Strike to follow poke damage or escape to an ally when fights break out.Jumping to an enemy without a nearby exit target is risky; always keep a minion or ally route in mind before committing.Always plan a second action or escape route before jumping onto an enemy.
Snowball DisciplineLanding Snowball often means you can force a fight when the enemy is positioned too far forward.Taking every Snowball is a bad habit; enemies may bait you into stacked crowd control or burst augments.Use Snowball as a threat tool rather than a reflex; check peel and ally distance first.
Augment InfluenceJax builds toward standard bruiser scaling and his role is fairly fixed throughout the match.Augments dictate whether Jax plays as a sticky diver, durable frontline bruiser, or bursty cleanup threat based on lobby needs.Let augments decide your role; do not pick aggressive options when patience is required.

Champion Analysis

Role / Current performance

Overview

In Hextech Mayhem, Jax Grandmaster at Arms is a melee fighter with devastating mixed damage and outstanding survivability. He carries a mysterious identity as one of Runeterra’s most powerful warriors, once so dominant that the League forced him to use only a weapon in combat—he famously wields a lamppost to prove his strength remains unmatched even with an ordinary implement. His confident, proud personality matches his playstyle as a relentless combatant who thrives in extended fights. Jax’s passive, Relentless Assault, grants stacking attack speed with every basic attack, fueling excellent sustained damage output. His core mobility tool is Leap Strike, which dashes to a target and deals damage, allowing Jax to engage or chase effectively. Empower enhances his next basic attack with bonus magic damage, providing a burst of mixed damage. Counter Strike is his most powerful defensive ability: Jax enters a defensive stance that dodges all incoming basic attacks, then releases to stun nearby enemies. In Hextech Mayhem this is especially valuable because it negates enemy ADC damage while delivering area-of-effect crowd control, giving Jax a critical edge against ranged carries. His ultimate, Grandmaster’s Might, grants bonus armor and magic resistance that scale with ability power, and every basic attack adds extra magic damage. This makes Jax both tanky and capable of sustained mixed damage output, allowing him to survive dive attempts while dishing out significant threat. Jax’s sustained fighting power and versatility make him one of the strongest melee fighters in Hextech Mayhem. His kit combines mobility, hard engage, burst, dodge-based defense, and built-in resistances, enabling him to play as a frontline diver who can absorb damage from autoattack-reliant enemies and then lock them down with Counter Strike’s stun. Practical strategic value lies in his ability to pressure backline carries, survive focus fire due to his defensive tools, and maintain consistent mixed damage through basic attacks and empowered hits. Risks include vulnerability to heavy magic burst before his ultimate is active and reliance on landing Counter Strike at the right moment to maximize its defensive and crowd control impact. Overall, Jax excels when he can commit to prolonged skirmishes and punish teams that depend on basic attacks, using each ability in sequence to control the flow of combat.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Play Jax Grandmaster at Arms as a threat that appears on a mistake, not as a frontliner who walks in first. In the narrow ARAM: Mayhem lane, walking straight through poke without Counter Strike ready loses health before the fight starts. Hold side brush, stand just outside the enemy’s main spell range, and wait for a carry to step past their tank or for a key crowd control spell to miss. Start fights with a reason: an enemy carry used their dash, a poke mage missed their main control spell, your team landed Snowball, or the enemy frontline moved too far forward. Use Counter Strike before you commit when the enemy has auto-attack damage ready, walking forward with it active and then using Leap Strike when they kite backward. Do not always Leap Strike first; threatening with movement and Counter Strike first lets you save Leap Strike to follow a Flash, dash, or knockback. Pair your burst with your team’s first crowd control—Jax is excellent at punishing a target that is already slowed, rooted, knocked up, or stunned. Jax is often stronger as the second engager. When an enemy diver jumps onto your carry, activate Counter Strike and step between them and your backline. Stun the follow-up champions rather than only the first one, as many fights are won by catching the second and third enemy who try to collapse. Turn enemy Snowballs into punish windows: let them arrive, then use Counter Strike and collapse with your team. For escape and recovery, always know your Leap Strike anchor before going in; if you cannot identify a return or kill jump target, the engage is too deep. Use Counter Strike to buy exit, not only to start the fight. Do not retreat in a straight line when skillshots are lined up—cut toward brush, step behind minions, or move diagonally. Stand off-center in the lane to reduce the number of spells that can hit you and to threaten a flank jump. Use brush to hide Counter Strike timing, giving enemies less time to spread out. Respect layered disengage: one knockback is playable, but a knockback into a root into a slow is a death sentence if you dive alone. Target priority goes to the carry who has already spent their escape; chasing a full-resource mobile champion through their team wastes your window. Hit the frontline when the backline is unreachable to create space for your team. Swap targets fast after the stun if your first target gets saved by a shield, invulnerability, or displacement. Snowball is best used as a confirmation tool on a slowed or stunned enemy, not a random opener. Mark first, wait, then decide whether to take it based on target positioning and your team’s readiness. Use Snowball to bypass bad terrain spacing when the enemy hides behind tanks and minions. For augment trigger windows, trigger on-dash or engage augments only when Leap Strike starts a real fight with team follow-up. On-hit and extended-combat augments need uptime in fights where you can keep attacking after the stun. Immobilize-triggered augments belong around Counter Strike landing on a cluster. Defensive or shield-style augments are strongest during the enemy’s answer after you jump in. Takedown or reset-style augments reward target discipline: finish the low-health target cleanly before moving to the next. Push when Counter Strike is available and your wave is alive; let the enemy overpush when your team has engage ready. After winning a fight, hit structures while tracking respawns and enemy long-range control.

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Playstyle Guide

Playstyle / Team structure

Play guide

Jax Grandmaster at Arms in ARAM: Mayhem is a patience check who thrives on punishing mistakes rather than initiating chaos. His best fights start after enemy crowd control is expended, a carry steps too far forward, or Snowball provides a clean angle that avoids walking through every spell on the bridge. Play him like a bruiser assassin: threaten the dive, force respect, and punish the first bad cooldown. In the early game, position just behind the front line or beside the wave, take short trades only, and back off if the enemy holds hard crowd control. Use Snowball as a threat more than a guaranteed recast, especially against low-mobility carries or mages who already used their escape, and avoid taking it onto a tank in front of five unless your team is already moving with you. Favor augment choices that help survive entry, stick to a target, or gain value from repeated attacks, and pick for the fight you are actually getting rather than the build you wanted in champion select. If ahead, deny space and force bad recalls; if behind, stop trading health for nothing, save Counter Strike for enemy dives, and use Leap Strike defensively. Track which enemy spell stops you hardest before level 6, then plan your next fight around that spell being down or aimed at someone else. Mid game from levels 7 to 11 demands that you stand in fog edges or beside waves to split enemy attention. After an enemy uses a key snare or knockup, step forward immediately and force a retreat; if they kite back in a straight line, jump and duel, but disengage toward your team instead of chasing into darkness. Use Snowball as a real engage tool after allied poke lands or when the backline is separated, but check if your team can follow and if the enemy still holds their main peel before taking the mark. Let your augment package define your fight job: durability makes you a second frontliner, mobility or burst makes you a flanker, and scaling attack value calls for longer fights around minions. Push when enemy waveclear is dead or forced away, and stall when your ultimate is unavailable or the enemy has better engage. Convert leads into controlled pressure, and when behind, play for counter-engage by letting the enemy start on your turret before collapsing on their exposed damage dealer. By late game, positioning is about being unseen until the enemy makes a mistake. Stop taking half-fights; late deaths cost structures and sometimes the game. Your trades should force a major cooldown, secure a kill, or protect a carry. Treat late Snowball as a fight commitment: the best marks target separated carries or enemies clearing alone, and if you hit the wrong target, use the pressure to zone instead of forcing the recast. Squeeze your augments for their most reliable value in the moment you enter enemy damage range. Push hard after won fights when multiple enemies are dead or too low to clear, and stall when your wave is gone or your team is waiting on key ultimates. If ahead, control the middle of the lane and deny safe waveclear; if behind, look for one clean shutdown by following your team’s strongest crowd control instantly. Every late fight should have a target plan before it starts: name the enemy you can realistically reach, track the spell that stops your jump, and wait for Snowball, allied crowd control, or a wave crash to open the door, then hit structures with your team after winning the fight.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Jax Grandmaster at Arms is strongest when the enemy is forced to walk into him or commit key crowd control before he acts. When ahead, his role is to control space rather than start every fight. Standing near the forward brush or behind his minion wave threatens a leap without forcing it, which shrinks the enemy poke zone and denies their frontline safe positioning. The highest-value trigger is an enemy carry stepping past their frontline or using mobility to farm—Jax holds Counter Strike until they must choose between flashing, burning crowd control, or eating the stun. Jumping too early gives them a clean punish window; waiting half a beat makes their escape worse. If the enemy panics and retreats, taking the space and hitting the wave or turret is better than chasing into five. Another key ahead pattern is entering from the side after the enemy spends major peel on someone else, then using Counter Strike to deny return damage and force the backline to scatter. The goal is not always an instant kill—making two enemies run backward while your team gets a free front-to-back fight is a winning engage. When ahead but getting kited, mobility or slow-resistance augments are critical because damage is already sufficient and the weakness is losing contact after the first jump. If ahead but bursted during Counter Strike downtime, durability or shielding augments cover the gap. Against layered stuns or knockbacks, anti-control augments give more real damage than greedy offensive options that never function. Avoiding throws while ahead means never starting a fight just because you can jump—wait until the enemy has used an escape, your team can follow, or you can land Counter Strike on multiple important targets. Respect poke before objectives, do not chase past the enemy health relic area, and end fights in stages: win the first engage, take the nearest structure or wave, then re-check cooldowns before re-engaging. When behind, Jax shifts to a counterpuncher role. He cannot force fights; his job is to punish overextension, protect carries from melee threats, and survive long enough for scaling and augments to matter. If the enemy frontline engages onto your backline, peel first by standing near carries and using Counter Strike to disrupt the diver. Hard diving a fed carry protected by multiple peel champions is a mistake unless a peel spell is already used or Snowball gives a clean angle with team follow-up. Instead, hit the closest target safely and threaten a second jump when the carry moves forward. Preserving health becomes a real comeback mechanic—Jax does not need to last-hit every minion if it costs half his health, because a healthy Jax with Counter Strike can make a turret dive expensive. If dying before finishing a target, durability or healing augments are the priority because the condition is not “I need more damage” but “I am not alive long enough to use the damage I already have.” If unreachable, mobility or engage-assist augments help but must be used after enemy disengage tools are committed. If crowd control is the reason every engage fails, anti-control options create real comeback chances. Avoiding unrecoverable fights while behind means never Snowballing into fog without vision, not splitting the team’s damage pattern by diving alone, and trading health only for something that changes the fight—a stun on two enemies or forcing a carry’s escape is worth health, but walking up for one empowered hit and losing half the bar is not.

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Champion Background

Lore / Identity / Text block

Background copy

Jax thrives on extended fights where he can build momentum, but ARAM: Mayhem’s explosive starts demand careful discipline. His passive, Relentless Assault, rewards repeated basic attacks, making him dominant in prolonged scraps but a liability if he cannot stay in range. To activate this ramp, he needs a target he can keep touching—a frontliner, a trapped carry, or anyone who has already spent their escape. Jumping into five fresh cooldowns wastes this strength. Before committing, look for short windows to hit minions or a nearby champion so your first real trade does not start from zero momentum. Enemies punish this passive by kiting, slowing, disengaging, or forcing you to switch targets; hard crowd control during the ramp is especially punishing. Leap Strike, his Q, is both engage and escape, but must be spent with a plan. In Mayhem, Q is permission to threaten squishies; when it is down, you are a melee champion walking through poke and slows. Q requires a target, so before jumping in, check what you can leap back to if the fight turns bad. A common combo starts Counter Strike before leaping, delivering the stun threat directly, but holding Q until after an enemy uses their dash can be equally valuable. A wasted Q is often fatal, especially if used without E, R, or an ally ready to follow. Empower, his W, strengthens Jax’s next basic attack, giving his melee trades a sharp bite. It is the damage filler inside almost every combo—use it after Q lands, during E pressure, or as a reset-like punch in an extended duel. Early on, W is best for controlled trades: walk up when the enemy last-hits, tag them, and back away if their response is stronger. In teamfights, save the empowered hit for a high-value target rather than dumping it into the frontline unless that is the only safe way to keep passive pressure active. If W is used out of range or onto a target you cannot continue hitting, Jax loses a major part of his short trade. Counter Strike, his E, is his key defensive and control spell. It dodges incoming basic attacks during its active window and retaliates with an area stun when recast or expired. In Mayhem’s packed fights, a well-timed E can deny a carry’s damage and set up your whole team; a wasted E invites everyone to hit you. The stun requires Jax to be close when it ends, so positioning matters more than cursor aim. E can be started before Q or held after if you expect retaliation. Avoid burning it purely for aggression if no one is in stun range. Without E, Jax loses his best protection and best setup simultaneously. Grandmaster’s Might, his R, gives Jax a major all-in spike. Its passive rewards repeated attacking, while the active provides durability during commitment. Activate it when you are about to take focused damage and still have a target to hit—not when fleeing at low health. In teamfights, R lets Jax occupy space: dive if your team can follow, frontline if your carries need protection. The best Jax players press it at the moment the enemy is forced to fight, not too early or too late. Level R whenever available; it is his biggest upgrade for committing safely in a mode where fights start with little warning. Jax’s identity is built around connecting, surviving, and compounding damage over time, making every ability decision a trade-off between immediate pressure and lasting threat.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Jax Grandmaster at Arms is easy to throw on ARAM: Mayhem because he looks durable while winning then suddenly feels useless when he jumps in at the wrong time. Most bad Jax games come from wasting Counter Strike before the enemy is forced to hit him or choosing fights where his team cannot follow. The mechanical mistakes revolve around three core habits. Using Leap Strike only as a forward button leaves Jax stranded without an exit; it should be treated as both engage and escape, with a safe position in mind before jumping. Trying to stun five people every fight usually delays too long or misses the important carry; stunning the single target that matters—the diver on your carry, an overstepping marksman, or a mage without escape—often wins more fights. Starting trades without weaving basic attacks between ability casts loses the sustained damage pattern that makes Jax scary; when allowed to stand and fight, the rhythm is simple: attack, empower, move with the target, and do not cancel damage by panic-clicking. Activating durability too late, after being chain-controlled, negates its value; it should be pressed before the heaviest burst lands to survive long enough to keep attacking. Chasing through narrow ARAM terrain straight on causes Jax to eat every skillshot; side steps, brief stops, and minion cover are necessary before committing. Snowballing just because the mark connected delivers Jax into the enemy team without cover; Snowball is an option, not a command, and should be taken only when the target is isolated, low, or the team is moving with him. After a stun lands, standing still gives the enemy a clean answer; the decision must be instant: finish, peel, or leave. Decision mistakes also undermine Jax. Picking every fight as the main engage when the team lacks real engage leads to dying alone; Jax should let true engage champions start or look for short punish windows like an enemy carry stepping past minions. Diving the enemy backline while his own backline is being jumped loses the fight on both sides; he should check who is under threat first and can turn to punish the diver. Building augments with no plan for reaching targets leaves Jax peeled forever; the setup should match the lobby with survivability or sticking power against heavy poke and peel, or dueling focus against low-control melee teams. Ignoring enemy crowd control cooldowns causes Jax to jump into instant denies; waiting for one or two key tools to miss lets him stay in melee range. Fighting before the minion wave reaches a useful position removes cover and structure pressure; clear first or threaten the jump when the wave is moving forward. Hitting the tank forever while carries free-fire, or ignoring the tank while it kills his team, makes target selection random; he should hit the closest safe target until a better one is reachable. Staying after a won fight with low health just to hit the structure gives the enemy a cleanup kill and loses tempo; health bars and respawn pressure must be checked before hitting structures. Assuming every Mayhem augment or high-damage setup makes him unkillable leads to fights with worse numbers or range; augments amplify good habits like patient engage and clean target choice, but do not replace positioning. The safest way to fix Jax mistakes is to stop treating every button as an engage button, hold one tool back, watch the enemy’s peel, and choose the fight the team can actually finish, stabilizing after a mistake instead of doubling down out of pride.

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FAQ

Jax

FAQ

Is Jax a good pick in ARAM: Mayhem? Yes, if your team can survive the first poke wave and give you angles to enter after enemy crowd control is used. Jax is strongest when fights turn messy, because he can jump onto a target, force them to react, then keep swinging if they do not peel him off. The tradeoff is that he can look awful when he has to walk through poke without Snowball, allied engage, or a flank threat. What is Jax trying to do in team fights? Jax wants to hit a real target, not just stand in front pretending to tank everything. Wait for a key stun, knockup, silence, or displacement to miss, then jump in and use Counter Strike to block basic attacks and threaten a stun. If you start the fight too early, ranged champions kite backward and your team has to rescue you instead of following you. Should I build Jax as damage or durability? Build damage when your team already has a front line and you can enter second, because you need threat to punish carries during your stun window. Build more durability when you are the only champion who can stand forward or when the enemy has several burst mages. The risk with full damage is getting deleted before your second rotation; the risk with full tank is being ignored after your first jump.

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