ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T3 Rank #123

Kled ARAM Mayhem Build & Best Augments

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

Kled Kled the Cantankerous Cavalier Fighter / Tank / Mage
TierT3
Rank#123
Win Rate50.41%
Pick Rate0.08%

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

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

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

Win Rate58.33%
Pick Rate33.45%
#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%.

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

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

Win Rate51.76%
Pick Rate15.45%
#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%.

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate52.78%
Pick Rate10.91%

Situational itemstop 12

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

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

55.42%
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

56.24%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

56.81%
Overlord's Bloodmail Overlord's Bloodmail Overlord's Bloodmail
Total Price
3,300
Price
1,000

+30 Attack Damage +550 Health Tyranny Gain 2.5% of your bonus Health as Attack Damage. Retribution Gain up to 12% increased Attack Damage based on your percent missing Health.

59.85%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

53.73%
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%.

52.78%
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.

50.53%
Black Cleaver Black Cleaver Black Cleaver
Total Price
3,000
Price
225

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

56.69%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

50.00%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

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

46.56%
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).

56.67%
Kaenic Rookern Kaenic Rookern Kaenic Rookern
Total Price
2,900
Price
800

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

52.12%

Starting items

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

+350 Health

55.92%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

55.92%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

52.52%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

52.52%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

52.52%
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.

53.91%
Tiamat Tiamat Tiamat
Total Price
1,200
Price
500

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

53.91%

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

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

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

Win Rate51.39%
Pick Rate11.23%
#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%.

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

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

Win Rate48.32%
Pick Rate6.45%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

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

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.

Win Rate51.78%
Pick Rate4.05%

Situational itemstop 12

Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

51.24%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

52.34%
Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

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

51.25%
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.

45.76%
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).

52.38%
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%.

45.77%
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.

45.96%
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%.

53.94%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

50.39%
Randuin's Omen Randuin's Omen Randuin's Omen
Total Price
2,700
Price
800

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

47.37%
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.

52.86%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Total Price
3,200
Price
650

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

54.86%

Starting items

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

+350 Health

45.45%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

45.45%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

54.44%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

54.44%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

54.44%
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.

49.29%
Tiamat Tiamat Tiamat
Total Price
1,200
Price
500

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

49.29%

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

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 Rate51.16%
Pick Rate7.20%
#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%.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Stridebreaker Stridebreaker Stridebreaker
Total Price
3,300
Price
750

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

Win Rate48.64%
Pick Rate3.20%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

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

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 Rate49.14%
Pick Rate2.40%

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%.

47.88%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

56.35%
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.

47.32%
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

49.32%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

53.29%
Ravenous Hydra Ravenous Hydra Ravenous Hydra
Total Price
3,300
Price
150

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

46.78%
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%.

45.23%
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.

47.68%
Black Cleaver Black Cleaver Black Cleaver
Total Price
3,000
Price
225

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

48.17%
Stridebreaker Stridebreaker Stridebreaker
Total Price
3,300
Price
750

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

49.17%
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.

48.66%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

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

53.16%

Starting items

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

+350 Health

48.72%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

48.72%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

49.17%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

49.17%
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.

48.16%
Tiamat Tiamat Tiamat
Total Price
1,200
Price
500

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

48.16%

Core items

#1
Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

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

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 Rate49.08%
Pick Rate7.15%
#2
Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

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

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 Rate53.85%
Pick Rate5.70%
#3
Stridebreaker Stridebreaker Stridebreaker
Total Price
3,300
Price
750

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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.

Win Rate46.08%
Pick Rate4.47%

Situational itemstop 12

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

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

51.25%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

53.33%
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.

53.19%
Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

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

52.52%
Black Cleaver Black Cleaver Black Cleaver
Total Price
3,000
Price
225

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

51.86%
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%.

48.90%
Overlord's Bloodmail Overlord's Bloodmail Overlord's Bloodmail
Total Price
3,300
Price
1,000

+30 Attack Damage +550 Health Tyranny Gain 2.5% of your bonus Health as Attack Damage. Retribution Gain up to 12% increased Attack Damage based on your percent missing Health.

51.52%
Stridebreaker Stridebreaker Stridebreaker
Total Price
3,300
Price
750

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

50.51%
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

51.83%
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.

47.08%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

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

46.32%
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

51.57%

Starting items

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.

48.26%
Tiamat Tiamat Tiamat
Total Price
1,200
Price
500

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

48.26%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

60.68%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

60.68%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

47.55%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

47.55%

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
56.10%
Pick Rate
7.23%
Games
246

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

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GoldT156.10%7.23%246
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
53.07%
Pick Rate
13.90%
Games
473

Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death.

View augment details
GoldT153.07%13.90%473
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
52.71%
Pick Rate
8.14%
Games
277

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
SilverT152.71%8.14%277
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
52.53%
Pick Rate
6.38%
Games
217

Grants 60% bonus attack speed .

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SilverT152.53%6.38%217
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
52.36%
Pick Rate
6.23%
Games
212

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

View augment details
GoldT152.36%6.23%212
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.86%
Pick Rate
6.82%
Games
232

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

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PrismaticT150.86%6.82%232
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
50.58%
Pick Rate
7.55%
Games
257

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 .

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PrismaticT150.58%7.55%257
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
50.14%
Pick Rate
10.85%
Games
369

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

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SilverT150.14%10.85%369
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
50.00%
Pick Rate
9.23%
Games
314

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

View augment details
GoldT150.00%9.23%314
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
47.83%
Pick Rate
6.76%
Games
230

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.

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GoldT147.83%6.76%230
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
47.81%
Pick Rate
7.38%
Games
251

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

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GoldT147.81%7.38%251
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.64%
Pick Rate
6.85%
Games
233

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 .

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PrismaticT147.64%6.85%233
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
47.39%
Pick Rate
7.32%
Games
249

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

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GoldT147.39%7.32%249
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
46.35%
Pick Rate
11.67%
Games
397

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%.

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GoldT146.35%11.67%397
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
46.33%
Pick Rate
7.61%
Games
259

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

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GoldT146.33%7.61%259
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
46.22%
Pick Rate
6.61%
Games
225

Gain 15% omnivamp .

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SilverT146.22%6.61%225
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
45.31%
Pick Rate
9.41%
Games
320

Gain ( 200 / 100) bonus attack range.

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GoldT145.31%9.41%320
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
44.13%
Pick Rate
5.26%
Games
179

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.

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GoldT144.13%5.26%179
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
42.26%
Pick Rate
4.94%
Games
168

Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities.

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GoldT142.26%4.94%168
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
41.49%
Pick Rate
7.08%
Games
241

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 .

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GoldT141.49%7.08%241
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
59.80%
Pick Rate
3.00%
Games
102

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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GoldT259.80%3.00%102
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
56.25%
Pick Rate
2.82%
Games
96

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

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PrismaticT256.25%2.82%96
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
55.24%
Pick Rate
3.09%
Games
105

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

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SilverT255.24%3.09%105
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
55.17%
Pick Rate
3.41%
Games
116

Grants 18% armor penetration and magic penetration .

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GoldT255.17%3.41%116
Quest: Icathia's Fall Quest: Icathia's Fall Quest: Icathia's Fall Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.17%
Pick Rate
2.56%
Games
87

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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PrismaticT255.17%2.56%87
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
55.13%
Pick Rate
2.29%
Games
78

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

View augment details
SilverT255.13%2.29%78
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
54.31%
Pick Rate
3.41%
Games
116

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

View augment details
GoldT254.31%3.41%116
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
54.13%
Pick Rate
3.20%
Games
109

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).

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SilverT254.13%3.20%109
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
53.33%
Pick Rate
2.65%
Games
90

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

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GoldT253.33%2.65%90
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
53.33%
Pick Rate
2.65%
Games
90

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

View augment details
GoldT253.33%2.65%90
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
53.23%
Pick Rate
3.64%
Games
124

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).

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SilverT253.23%3.64%124
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
52.50%
Pick Rate
2.35%
Games
80

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
SilverT252.50%2.35%80
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
52.13%
Pick Rate
2.76%
Games
94

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 .

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GoldT252.13%2.76%94
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
51.72%
Pick Rate
2.56%
Games
87

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
GoldT251.72%2.56%87
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.18%
Pick Rate
3.73%
Games
127

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
PrismaticT251.18%3.73%127
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.74%
Pick Rate
4.00%
Games
136

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

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PrismaticT250.74%4.00%136
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
50.62%
Pick Rate
2.38%
Games
81

Gain 2 Stat Anvils .

View augment details
SilverT250.62%2.38%81
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
50.59%
Pick Rate
2.50%
Games
85

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

View augment details
GoldT250.59%2.50%85
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
50.00%
Pick Rate
4.59%
Games
156

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
GoldT250.00%4.59%156
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
50.00%
Pick Rate
2.70%
Games
92

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

View augment details
SilverT250.00%2.70%92
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
49.57%
Pick Rate
3.38%
Games
115

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT249.57%3.38%115
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
49.51%
Pick Rate
3.03%
Games
103

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

View augment details
GoldT249.51%3.03%103
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
49.37%
Pick Rate
2.32%
Games
79

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

View augment details
SilverT249.37%2.32%79
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
49.25%
Pick Rate
3.94%
Games
134

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

View augment details
SilverT249.25%3.94%134
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
48.94%
Pick Rate
4.14%
Games
141

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

View augment details
GoldT248.94%4.14%141
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
48.51%
Pick Rate
2.97%
Games
101

Increases attack damage by 20% .

View augment details
SilverT248.51%2.97%101
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
48.09%
Pick Rate
3.85%
Games
131

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT248.09%3.85%131
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
46.32%
Pick Rate
4.00%
Games
136

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT246.32%4.00%136
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
44.57%
Pick Rate
2.70%
Games
92

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

View augment details
GoldT244.57%2.70%92
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
44.30%
Pick Rate
2.32%
Games
79

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

View augment details
GoldT244.30%2.32%79
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
44.12%
Pick Rate
4.00%
Games
136

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

View augment details
SilverT244.12%4.00%136
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
44.12%
Pick Rate
3.00%
Games
102

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

View augment details
GoldT244.12%3.00%102
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
43.62%
Pick Rate
2.76%
Games
94

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

View augment details
GoldT243.62%2.76%94
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
40.48%
Pick Rate
2.47%
Games
84

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
PrismaticT240.48%2.47%84
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.26%
Pick Rate
2.26%
Games
77

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

View augment details
PrismaticT240.26%2.26%77
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
39.33%
Pick Rate
2.62%
Games
89

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
GoldT239.33%2.62%89
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
37.86%
Pick Rate
3.03%
Games
103

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

View augment details
PrismaticT237.86%3.03%103
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
35.20%
Pick Rate
3.67%
Games
125

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
GoldT235.20%3.67%125
Upgrade Thornmail Upgrade Thornmail Upgrade Thornmail Silver
Rarity
Silver
Tier
T3
Win Rate
62.67%
Pick Rate
2.20%
Games
75

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

View augment details
SilverT362.67%2.20%75
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
61.82%
Pick Rate
1.62%
Games
55

Grants 60 ability haste .

View augment details
GoldT361.82%1.62%55
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
57.33%
Pick Rate
2.20%
Games
75

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
PrismaticT357.33%2.20%75
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
54.10%
Pick Rate
1.79%
Games
61

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

View augment details
PrismaticT354.10%1.79%61
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
53.70%
Pick Rate
1.59%
Games
54

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

View augment details
SilverT353.70%1.59%54
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.78%
Pick Rate
2.12%
Games
72

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
PrismaticT352.78%2.12%72
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
52.00%
Pick Rate
2.20%
Games
75

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

View augment details
GoldT352.00%2.20%75
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
51.35%
Pick Rate
2.18%
Games
74

Grants 50% critical strike chance .

View augment details
GoldT351.35%2.18%74
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
51.32%
Pick Rate
2.23%
Games
76

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT351.32%2.23%76
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
50.00%
Pick Rate
2.23%
Games
76

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

View augment details
PrismaticT350.00%2.23%76
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
49.18%
Pick Rate
1.79%
Games
61

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

View augment details
SilverT349.18%1.79%61
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
48.28%
Pick Rate
1.70%
Games
58

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
GoldT348.28%1.70%58
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
47.27%
Pick Rate
1.62%
Games
55

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT347.27%1.62%55
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
46.97%
Pick Rate
1.94%
Games
66

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
GoldT346.97%1.94%66
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
46.88%
Pick Rate
1.88%
Games
64

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
SilverT346.88%1.88%64
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
46.67%
Pick Rate
2.20%
Games
75

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

View augment details
SilverT346.67%2.20%75
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.55%
Pick Rate
1.70%
Games
58

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

View augment details
PrismaticT346.55%1.70%58
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.43%
Pick Rate
1.65%
Games
56

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
PrismaticT346.43%1.65%56
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
45.45%
Pick Rate
1.94%
Games
66

Gain 1750 upon acquiring this augment.

View augment details
GoldT345.45%1.94%66
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
45.33%
Pick Rate
2.20%
Games
75

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
GoldT345.33%2.20%75
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
44.78%
Pick Rate
1.97%
Games
67

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
PrismaticT344.78%1.97%67
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
43.33%
Pick Rate
1.76%
Games
60

Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you.

View augment details
GoldT343.33%1.76%60
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
42.65%
Pick Rate
2.00%
Games
68

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
SilverT342.65%2.00%68
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.33%
Pick Rate
2.20%
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
PrismaticT341.33%2.20%75
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
41.27%
Pick Rate
1.85%
Games
63

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

View augment details
PrismaticT341.27%1.85%63
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
41.10%
Pick Rate
2.15%
Games
73

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
SilverT341.10%2.15%73
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
40.38%
Pick Rate
1.53%
Games
52

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

View augment details
GoldT340.38%1.53%52
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
40.38%
Pick Rate
1.53%
Games
52

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

View augment details
PrismaticT340.38%1.53%52
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
39.66%
Pick Rate
1.70%
Games
58

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
SilverT339.66%1.70%58
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
39.34%
Pick Rate
1.79%
Games
61

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
SilverT339.34%1.79%61
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
38.67%
Pick Rate
2.20%
Games
75

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
GoldT338.67%2.20%75
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
35.38%
Pick Rate
1.91%
Games
65

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
GoldT335.38%1.91%65
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
34.78%
Pick Rate
2.03%
Games
69

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

View augment details
SilverT334.78%2.03%69
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
30.65%
Pick Rate
1.82%
Games
62

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
SilverT330.65%1.82%62
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
30.36%
Pick Rate
1.65%
Games
56

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT330.36%1.65%56

Kled Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

R > Q > E > W

RQWE

R > Q > W > E (Conditional)

QEW

Most games, even with damage augments, the standard Q > E > W order remains safer.

Kled Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Kled counters these champions in ARAM: Mayhem.

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

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

Katarina Katarina Katarina T5
Tier
T5
Rank
#167
Win Rate
44.05%
Pick Rate
0.62%

Katarina the Sinister Blade Katarina is a reset-based assassin who turns teamfights into chain reactions. Her entire identity revolves around securing takedinds to refresh her cooldowns and reposition using her Daggers. In ARAM: Mayhem, she becomes a high-octane cleanup machine where the constant fighting gives her far more reset opportunities than Summoner's Rift. She functions as a melee AP carry who wants to dive the backline. Unlike burst mages who dump their kit and retreat, Katarina stays in the fight. One reset leads to another, and a low-health enemy team can vanish in seconds if she finds her rhythm. Her signature pattern is simple but demanding: throw a Dagger, Shunpo to a target or Dagger, trigger the Dagger's spin damage, and channel Death Lotus on clustered enemies. When someone dies, her basic abilities come back up instantly. In Mayhem's chaotic environment, you will often see her teleport three or four times in a single extended skirmish. The key adjustment for this mode is patience. Mayhem accelerates everything, so the temptation to engage immediately is strong. But Katarina still needs to wait for crowd control to be spent and for enemies to drop to kill range. Her damage is terrifying, but she dies fast if she goes in too early. View champion guide

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

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

Miss Fortune Miss Fortune Miss Fortune T3
Tier
T3
Rank
#97
Win Rate
49.69%
Pick Rate
1.26%

Miss Fortune is a straightforward marksman who wins fights by softening enemies with lane poke, then punishing grouped targets with a big channeled ultimate. She fits teams that can slow, root, stun, or zone enemies long enough for her damage to land, and she is easy to pick up because her best pattern is clear: hit from safety, keep moving, and fire when the enemy is forced to stand in a bad spot. In ARAM: Mayhem, fights break out faster and augments can make engages more explosive, so Miss Fortune has to be more careful with positioning than in a slower poke game. She is strongest when she plays behind her frontline, saves her channel for committed fights, and uses the narrow bridge to punish enemies who stack together. If assassins or divers are holding tools to interrupt her, she should bait those first, reposition, then ult after the punish window opens. View champion guide

Nasus Nasus Nasus T4
Tier
T4
Rank
#114
Win Rate
47.89%
Pick Rate
0.37%

Nasus the Curator of the Sands Nasus is a scaling juggernaut who turns time into a win condition. His entire identity revolves around Siphoning Strike—stacking permanent damage on every last-hit until a single Q deletes health bars. In standard modes, he suffers from a weak early game and gets kited endlessly. ARAM: Mayhem fixes both problems. The single-lane format guarantees constant minion waves. You never run out of stacks. The Mayhem pacing means you hit your power spikes faster, and the mode's specific augments give Nasus tools he never gets on Summoner's Rift: gap-close, crowd control reduction, and enough sustain to walk through poke. Play him as a mid-range bully who transitions into a raid boss. You don't chase kills early—you chase stacks. Once the damage ramps up, you force fights on your terms, wither priority targets, and take objectives in seconds. View champion guide

Read counter details

Countered By

5

Kled is countered by these champions in ARAM: Mayhem.

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

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

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

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

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

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

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

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

Read counter details

Kled Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Kled Kled Kled T3
Tier
T3
Rank
#123
Win Rate
50.41%
Pick Rate
0.08%

Kled the Cantankerous Cavalier Kled is a berserker skirmisher who rides into battle on his mount Skaarl, functioning as a durable diver who refuses to stay dead. His entire kit revolves around remounting during combat to turn losing fights into winning ones. In ARAM: Mayhem, he becomes a relentless lane bully who can engage, dismount, remount, and engage again in a single extended teamfight. He plays best as a frontline initiator who forces the enemy to waste cooldowns killing him twice. The Mayhem format accelerates his remounting speed through increased ability haste and constant fighting, making him significantly harder to permanently put down compared to Summoner's Rift. Expect to charge in with his ultimate, absorb burst damage, remount mid-fight, and continue chasing down low-health targets. View champion guide

Core Team Functions Kled Needs

Hard Crowd Control: Kled’s Q is a skillshot tether, and his R is movement-based. He struggles against mobile enemies who can dash out of his Bear Trap. He needs teammates with point-and-click stuns, roots, or knockups to lock targets down so he can land his full combo.

Sion Sion Sion T1
Tier
T1
Rank
#26
Win Rate
53.11%
Pick Rate
0.60%

Sion is a front-line tank and brawler who wins space by walking straight into the fight, charging heavy crowd control, and forcing enemies to deal with him before they can hit his backline. His signature pattern is simple: soak pressure, look for a clean engage, land the big knock-up or stun, then keep fighting even after death if the enemy overcommits.In ARAM: Mayhem, Sion likes the constant teamfighting because there is always someone to threaten and always a wave to contest. The downside is that the mode is faster and more crowded, so missed engages get punished hard. Play him as the team’s battering ram: start fights when allies can follow, block space for carries, and turn messy brawls into a problem the enemy has to answer immediately. View champion guide

Sion (High Value)

Synergy Mechanism: This is the "unstoppable train" composition. Sion’s R and Kled’s R stack movement speed and engage range. Both champions want to charge into the enemy backline simultaneously, creating a chaotic frontline that is nearly impossible to peel.

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 (High Value)

Synergy Mechanism: The classic "ball delivery service." Kled is an aggressive, fast-moving initiator who can carry the ball into the heart of the enemy team instantly. Orianna provides the shield Kled needs to stay mounted and the burst to finish targets.

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

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

Yasuo (High Value)

Synergy Mechanism: Airborne interaction. Kled’s R does not knock up, but his aggressive dash and skirmish style create the perfect chaos for Yasuo. While Kled does not directly set up Yasuo’s R with a knockup, his Q pull and general disruption force enemies to burn mobility, making them easy targets for Yasuo’s whirlwind. In Mayhem, the frequent fighting means Yasuo gets his dash resets constantly.

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

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

Leona (Medium-High Value)

Synergy Mechanism: Chain CC lockdown. Kled lacks hard lockdown on a single target. Leona fills that gap with point-and-click stuns. Together, they create a "kill zone" where one target is guaranteed to die.

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 (Medium Value)

Synergy Mechanism: Anti-dismount insurance. Lulu is the best support for keeping Kled mounted. Her Whimsy (W) stops enemies from attacking, and her Help, Pix! (E) gives Kled a shield. Her ultimate, Wild Growth, gives Kled instant health and a knockup, which is critical when his health bar drops low.

Kled ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role and TempoKled plays a waiting game, looking for good Q pulls and chipping away before committing to a full R engage.He transforms into a relentless engage engine, forcing fights immediately rather than waiting for perfect openings.Stop waiting; set the tempo by charging in immediately to force enemies to collapse.
Skill UsageMaxing Q is the priority; E is held for dismount safety or chasing guaranteed kills to manage risk.W becomes a terrifying damage source with attack augments; E is used aggressively to gap-close despite the risk.Adapt skill maxing to augments and use E aggressively to stick to targets.
Snowball UsageSnowball is used defensively to fix Kled's weakness of getting kited while dismounted or to remount.Snowball becomes an engagement amplifier used to start fights, creating a chain of CC with R.Use Snowball aggressively to start fights on your terms, not reactively to survive.
Build FlexibilityBuilds lean into sustain and armor shred like Black Cleaver; Conqueror is standard for extended fights.Skip early sustain if augments cover survivability; Electrocute or Dark Harvest become viable for burst.Do not autopilot builds; adjust items and runes based on augment synergies.
Target SelectionSpacings focuses on managing the dismount; targets whoever is closest to avoid overextending.Bold target selection is rewarded; charge past the frontline to delete carries before they react.Ignore the frontline and dive the backline to create chaos if damage is high.

Champion Analysis

Role / Current performance

Overview

Kled the Cantankerous Cavalier serves as one of the most aggressive frontline fighters in ARAM: Mayhem, combining devastating engage potential with sustained damage output. His core role centers on "frontline engage + sustained damage," making him a primary initiation tool for his team. Kled's gameplay revolves around his unique Courage system, which creates a distinctive combat rhythm. When Courage is full, Kled rides his mount Skaarl, gaining bonus health and access to his complete ability kit. When his health depletes, Skaarl flees and Kled enters dismounted mode, forcing him to attack enemies or build turrets to restore Courage and remount. This mechanic demands that players maintain aggressive pressure to stay combat-effective. His Q ability, Bear Trap on a Rope, functions as a slow tool while mounted and transforms into a pistol shot when dismounted, giving him ranged harassment options during vulnerable moments. Violent Tendencies, his W ability, serves as his core damage tool by delivering massive bonus damage on every fourth attack, rewarding sustained combat engagement. Jousting provides a powerful dash capable of traversing terrain, offering both engage and escape flexibility. Kled's ultimate, Chaaaaaaaarge!, represents his signature strategic value. This ability grants massive movement speed to his entire team while Kled charges toward the enemy formation, making it the perfect initiation tool in Hextech Mayhem. The team-wide speed boost transforms Kled into a force multiplier, enabling coordinated team advances that overwhelm enemy positioning. His near-limitless ability combos and devastating engage potential distinguish him from other frontline options. The Courage system creates natural risk-reward decision points. Dismounted Kled must balance survival with the need to generate Courage through aggression, creating tension between cautious play and the frenzied combat style that defines his identity. Players who master this rhythm can maintain pressure while managing the vulnerability of dismounted phases. Kled's strategic value lies in his ability to force fights on his terms, using Chaaaaaaaarge! to initiate favorable engagements while his sustained damage from Violent Tendencies keeps him relevant throughout extended skirmishes. His combination of team-wide utility, terrain-traversing mobility, and sustained frontline presence makes him a powerful pick for teams seeking reliable initiation and prolonged combat effectiveness.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Mount management defines Kled's entire gameplay loop in Mayhem ARAM. When mounted with Skaarl, he operates as a mobile diver who can force engages. When dismounted, he becomes a desperate skirmisher who must stack courage quickly to remount. Never fight at half mount health unless a clear remount window exists. The rapid pace of Mayhem means frequent dismounts, so players must master the rhythm of losing and regaining the lizard. Chaaaaaaaarge!!! serves as one of the best engagement tools in the mode, creating a massive speed ramp for the entire team. Engage only when teammates are positioned to follow up, and hold the ultimate if allies are staggered or dead. The substantial shield at the end of the charge allows Kled to tank tower aggro when finishing low-HP targets. Before level 6, look for engages with Q pulls on squishy targets to force enemy Snowball or defensive cooldowns. Follow up with E to stick, but save the second E recast to chase dashes or escapes rather than dumping both charges instantly. Kled can disrupt divers by landing Q on approaching enemies to create repositioning windows for carries. W shreds through divers who attempt to tank the damage. Dismounted Kled remains dangerous in close-range brawls, so do not immediately run when losing Skaarl in defensive situations. When dismounted, movement speed increases when running toward enemies, which enables juking skillshots by briefly advancing then darting sideways. E serves as the primary mounted escape tool, while dismounted Kled has no dash and must respect that vulnerability. ARAM's single lane forces constant proximity, making Q nearly impossible to dodge at close range. Play at the edge of Q's max range when poking, and close gaps immediately when enemies whiff key cooldowns. The narrow lane means the ultimate covers the entire fight with no sidestepping available. However, narrow spacing hurts dismounted Kled since sidestepping becomes harder against skillshot-heavy compositions. Target priority focuses on disrupting and diving the backline, with W damage melting squishy mages and marksmen. Do not tunnel vision on carries if the frontline is low and isolated, as quick kills on tanks provide courage and reset threat. When dismounted, priority shifts to whatever is closest since any courage source works. A remounted Kled holds more value than a dead Kled who chased the optimal target. Snowball functions as a gap-closer before level 6 and an emergency remount tool afterward. A common pattern involves Snowball in, auto-attack to trigger W, then E to stick. When dismounted, Snowball becomes a survival tool for escaping or repositioning, or for stacking courage on minion waves in desperate situations. The push and pull rhythm defines sustained pressure. When mounted, push forward with Q poke and threaten engages. When dismounted, pull back slightly, clear minions for courage, and re-engage once Skaarl returns. Control where dismounts happen, as dismounting near teammates is acceptable while dismounting alone under an enemy tower means death. When behind, shift to a disruptor role by landing Q pulls on divers targeting carries, using the ultimate to disengage and create an escape speed ramp for the team.

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Playstyle Guide

Playstyle / Team structure

Play guide

Kled wants to fight from the first wave. He is not a poke mage, so he should mount up, walk forward, and look for Q pulls on enemies near the minion wave. When landing a bear trap on a rope, he should keep walking forward to drag targets out of position. His early damage is high, and most champions cannot trade back effectively if he forces a long fight. Positioning near the front of the wave is key. Dismounting should be treated as a resource rather than a failure. When Kled loses Skarl, he gains movement speed toward enemies and can spam pistol shots. He should not run away immediately after dismounting; instead, keep auto-attacking to remount faster. The remount burst often catches players off guard and turns a bad trade into a kill. Snowball should be used to close the gap on squishy targets or to engage when Q is down, not wasted for minor poke damage. Save it for clear paths to the enemy backline. Augments influence playstyle: early damage or healing augments enable more aggressive play, while defensive or utility augments help extend fights and survive the dismount phase. Push the wave to crash minions into the enemy tower and create chaos, as Kled thrives in messy, extended fights where he can remount multiple times. If ahead early, look for dives with Snowball or flash when enemies are low under tower. If behind, play slightly back, wait for Q cooldown, and look for a pull on overextending enemies. Once Kled has his ultimate Chaaaaaaaarge!!!, his rhythm changes completely. He becomes an engage tool for his team. Look for angles where the ultimate can lead the team into a fight, saving it for actual combat rather than just speed to return to lane. The trading pattern remains similar but now he can start fights with R and layer Q on top of the chaos. Charging through as many enemies as possible gives the team a speed boost, and the ultimate shield helps survive initial burst. Play slightly off to the side rather than directly in front of the team, forcing enemies to choose between dodging the team or dodging Kled. Snowball combines with R for a double engage threat. If enemies dodge the charge, Snowball can still disrupt them. Late game Kled focuses on finding the right moment to engage. He is not a tank but is hard to kill if remounting consistently. His job is to disrupt the enemy backline, force cooldowns, and create space for damage dealers. Flanks are more effective than head-on charges. Wait for the enemy frontline to step forward, then run past them into carries. Hide in bushes or play to the side rather than standing in the open. When dismounted, always keep fighting since pistol does surprising damage and builds courage quickly. Use R to start fights, not to escape. Group with the team in mid and late game, as Kled cannot 1v5 against a coordinated enemy.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Kled the Cantankerous Cavalier operates with distinct strategic patterns depending on whether he is ahead or behind, and understanding these states is essential to maximizing his effectiveness while avoiding costly throws. When ahead, Kled transforms from a lane bully into a siege engine. The primary trigger condition for an ahead state is completing a core item spike before the enemy frontline. If Kled has a finished damage item and boots while the enemy tank is still building components, a window opens to end the game or snowball a massive gold lead. The priority shifts to forcing fights around objectives rather than farming. Establishing vision on the enemy side of the bridge enables Kled to find Jousting angles. He should ping targets that have used escapes or major cooldowns, then ult directly through the enemy team. The speed boost provided to allies allows the entire squad to collapse instantly, making it crucial to save the ultimate for engages when teammates are in range to follow up rather than using it merely for faster travel. Itemization when ahead can lean into pure damage or lethality to eliminate squishy targets before they react. Flanking becomes a powerful tool: waiting for enemies to focus on teammates, then charging from the side, forces enemy carries to turn and burn cooldowns on Kled, freeing the rest of the team to clean up. Augments that grant Tenacity, slow resistance, or movement speed remove Kled's primary weakness of being kited, enabling deep dives. Reset augments encourage aggressive play for chain kills, using Q to close distance, executing low-health targets, and immediately seeking the next cycle. The biggest throw risk when ahead is dismounting in a 1v5. Even with a lead, dismounted Kled remains vulnerable to crowd control. Chasing fleeing enemies into fountain or tower range is deadly unless the kill and remount are guaranteed. If dismounted, backing off and building courage through safe poke is safer than forcing a remount amid five enemies. When behind, Kled must abandon the primary engage role. The trigger condition for a behind state is typically a gold deficit or failing to remount during critical fights. Against dedicated peelers or heavy CC tanks that are ahead, Kled cannot play aggressively. His role shifts to counter-engage and peel. He must wait for enemies to start fights and use major crowd control on his tank or support before looking for flanks or side angles to hit carries. Ulting in first risks instant dismount and death if hit by a stun while charging. Defensive itemization becomes essential. Damage items will not save a behind Kled; health, armor, or magic resistance allow him to survive long enough to remount. A remounted Kled provides a massive health bar for the team, and even without kills, soaking cooldowns creates space for damage dealers. Augments that generate courage faster, grant shields, improve healing, or reduce cooldowns become lifelines over risky damage options. Safe courage farming through auto-attacking minions or poking with Q from max range is critical. Forcing remounts into the enemy team leads to being burst down before the remount triggers. When dismounted, Kled should function as a ranged finisher, executing low-health targets trying to escape teammates.

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Champion Background

Lore / Identity / Text block

Background copy

Kled the Cantankerous Cavalier in ARAM: Mayhem functions as a chaotic dive engine designed to start fights, absorb burst through dismount mechanics, and remount mid-combat to sustain pressure. The mode's constant fighting ensures Courage generation remains active, with a short ultimate cooldown enabling engages on your terms. Kled's core identity revolves around treating Skaarl as a damage sponge for initial burst, then fighting as the dismounted yordle to recover the mount. The passive, Skaarl the Cowardly Lizard, grants a massive secondary health bar. When Skaarl's health reaches zero, Kled becomes briefly untargetable during dismount, losing all bonus health but gaining movement speed toward enemies. Dismounted basic attacks and abilities generate Courage, with champion hits filling the bar faster. The remount timing serves as the primary win condition, effectively giving your team a fresh tank when enemies have exhausted cooldowns. Running away while dismounted leaves Kled as a squishy target with no escape, making aggression essential. Beartrap on a Rope serves as the primary poke and catch tool, with the Mayhem corridor making landing Q nearly guaranteed pressure. The pull effect disrupts positioning and sets up kills for follow-up damage. Missing Q eliminates ranged pressure for several seconds, forcing dangerous close-range trades. Violent Tendencies functions as a damage amplifier, with the fourth attack dealing percent health damage that shreds tanks and chunks squishies while accelerating Courage generation. Triggering W on minions before a fight wastes burst potential. Jousting provides gap-closing and escape utility, with the second dash crucial for repositioning. Using E to engage without backup leaves no escape route, making it a commitment tool rather than a poke option. Chaaaaaaaarge!!! serves as the ultimate engage tool, with a short enough cooldown to start most major fights. The speed boost for allies enables full-team collapse, and the knockback disrupts enemy formation. Charging into unfavorable odds without team support results in instant death, while a cancelled or missed ultimate can swing fights against your team. The strategic framework centers on playing forward, taking risks, and using Skaarl's health as a spendable resource. Dismounting and remounting multiple times per fight is expected, not avoided. Enemies can counter by zoning off Courage sources, applying hard crowd control to stop generation, or bursting down the dismounted form before remount. Proper management of the passive engine, combined with disciplined ability usage, transforms Kled into a sustained frontline threat that absorbs enemy resources while enabling team follow-up.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Kled in ARAM: Mayhem lives and dies by his courage management and engage timing. The mode's accelerated pacing means remounting happens faster, but so does getting burst down. Most losses come from dismounted skirmishing at the wrong time or Chaaaaaaaarge!!! calls that leave your team stranded. Mechanical mistakes center on ability usage during combat. Panic-dismounting in the middle of enemy burst leaves Kled without mobility and vulnerable to skillshots and crowd control. Players should track their courage bar before hard engages and position near terrain or teammates for cover while dismounted. Using Bear Trap on a Rope on a full-health tank wastes the pull on a target the team cannot burst, when the hook should be saved for squishies or low-health targets trying to escape. Dashing away with Violent Tendencies at full courage wastes empowered auto-attacks that could have remounted Kled or secured a kill. Players should save the dash for repositioning after using empowered autos. Canceling Violent Tendencies mid-attack loses the fourth empowered hit which deals the most damage, severely cutting trade potential. Using Chaaaaaaaarge!!! from too far behind the team means teammates cannot follow up in time, leaving Kled to arrive alone and die before the shield helps anyone. Decision mistakes involve broader strategic errors. Fighting dismounted when the team is retreating leads to instant collapse, as dismounted Kled has no escape tools. Engaging with Chaaaaaaaarge!!! into obvious crowd control zones gets Kled stunned mid-charge or immediately after landing, wasting the ultimate. Ignoring courage generation from minions during teamfights keeps Kled dismounted longer than necessary, forcing the team to fight four-versus-five. Using Chaaaaaaaarge!!! to escape when mounted wastes the best engage tool and leaves the team without initiation. Overstaying after a successful engage leads to deep chases where Kled gets dismounted far from the team and dies to respawn timers. Building pure damage when the team lacks a frontline results in getting burst down before remounting, with no one to absorb initial poke. Committing to fights without Violent Tendencies ready produces pathetic damage output without the W steroid. The core of Kled is knowing when you are the predator and when you are the prey. Mounted Kled initiates while dismounted Kled survives, and mixing those roles up is what loses games.

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FAQ

Kled

FAQ

Is Kled strong in ARAM: Mayhem? He is a strong early skirmisher who thrives in chaotic fights. Mayhem's accelerated pace means his ultimate is up often, letting him engage constantly. He falls off if games drag on too long, so you need to force fights early and often. How does mounting and dismounting work in Mayhem? When Kled takes enough damage, he dismounts Skaarl and fights on foot with a pistol. You gain courage by attacking champions or hitting abilities, which remounts you with restored health. Dismounting is dangerous in Mayhem's high-damage environment, so play more cautiously until you get Skaarl back. What is Kled's win condition in this mode? Your job is to engage, disrupt, and survive long enough to remount during the fight. You want to dive the backline with your ultimate and force enemy carries to focus you. If you dismount, keep auto-attacking to build courage instead of running away.

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