ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T5 Rank #163

Aatrox ARAM Mayhem Build & Best Augments

Zaahen role and playstyle: baseline role is AD fighter tank, with a core identity built around transform-based fighting. 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. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Execution varies by matchup, but positioning and cooldown discipline remain important. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Aatrox Aatrox the Darkin Blade Fighter / Tank
TierT5
Rank#163
Win Rate45.27%
Pick Rate0.34%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

Win Rate54.88%
Pick Rate9.94%
#2
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate51.84%
Pick Rate6.79%
#3
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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.

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

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

Win Rate50.79%
Pick Rate3.65%

Situational itemstop 12

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.

47.65%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

51.61%
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

54.85%
Serylda's Grudge Serylda's Grudge Serylda's Grudge
Total Price
3,000
Price
500

+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.

52.11%
Voltaic Cyclosword Voltaic Cyclosword Voltaic Cyclosword
Total Price
3,000
Price
963

+55 Attack Damage 10 Lethality +10 Ability Haste Galvanize Damaging an Enemy Champions with an ability triggers Energized if it is ready. Firmament Your Energized Attack deals % target's Current Health as bonus physical damage and grants you bonus Lethality for 4 seconds.

53.33%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

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

51.52%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

51.01%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

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

54.59%
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%.

52.29%
Endless Hunger Endless Hunger Endless Hunger
Total Price
3,100
Price
825

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

50.00%
Spear of Shojin Spear of Shojin Spear of Shojin
Total Price
3,100
Price
675

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

42.48%
Profane Hydra Profane Hydra Profane Hydra
Total Price
2,850
Price
313

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

59.18%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

47.92%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

47.92%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

50.71%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

50.71%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

61.10%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

61.10%

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

Win Rate51.41%
Pick Rate10.39%
#2
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate50.29%
Pick Rate6.30%
#3
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate48.49%
Pick Rate5.35%

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.

51.49%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

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

50.69%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

51.43%
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.

50.65%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

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

51.13%
Spear of Shojin Spear of Shojin Spear of Shojin
Total Price
3,100
Price
675

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

50.35%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

50.63%
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.

51.19%
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

52.03%
Endless Hunger Endless Hunger Endless Hunger
Total Price
3,100
Price
825

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

53.28%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
Total Price
3,100
Price
750

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

53.45%
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.

50.18%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

49.81%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

49.81%
Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

52.58%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

52.58%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

51.59%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

51.59%

Core items

#1
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

Win Rate44.77%
Pick Rate15.43%
#2
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate48.22%
Pick Rate7.71%
#3
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

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.

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

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

Win Rate48.75%
Pick Rate4.66%

Situational itemstop 12

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.

50.17%
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

50.33%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

50.60%
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.

56.74%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

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

51.30%
Serylda's Grudge Serylda's Grudge Serylda's Grudge
Total Price
3,000
Price
500

+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.

60.87%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

51.18%
Spear of Shojin Spear of Shojin Spear of Shojin
Total Price
3,100
Price
675

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

54.90%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

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

45.79%
Voltaic Cyclosword Voltaic Cyclosword Voltaic Cyclosword
Total Price
3,000
Price
963

+55 Attack Damage 10 Lethality +10 Ability Haste Galvanize Damaging an Enemy Champions with an ability triggers Energized if it is ready. Firmament Your Energized Attack deals % target's Current Health as bonus physical damage and grants you bonus Lethality for 4 seconds.

55.25%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
Total Price
3,100
Price
750

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

49.03%
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.

51.16%

Starting items

Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

50.67%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

50.67%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

50.22%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

50.22%
Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

63.96%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

63.96%

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

Win Rate44.40%
Pick Rate16.93%
#2
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate45.98%
Pick Rate11.37%
#3
Eclipse Eclipse Eclipse
Total Price
2,900
Price
625

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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 Rate47.80%
Pick Rate10.39%

Situational itemstop 12

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.

47.79%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

48.38%
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%.

45.78%
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.

48.48%
Endless Hunger Endless Hunger Endless Hunger
Total Price
3,100
Price
825

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

52.25%
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.

46.71%
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%.

45.34%
Spear of Shojin Spear of Shojin Spear of Shojin
Total Price
3,100
Price
675

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

45.27%
Maw of Malmortius Maw of Malmortius Maw of Malmortius
Total Price
3,100
Price
750

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

56.54%
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.

42.81%
Hubris Hubris Hubris
Total Price
2,950
Price
900

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

49.60%
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.

48.43%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

47.91%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

47.91%
Long Sword Long Sword Long Sword
Total Price
350
Price
350

+10 Attack Damage

45.61%
Caulfield's Warhammer Caulfield's Warhammer Caulfield's Warhammer
Total Price
1,050
Price
100

+20 Attack Damage +10 Ability Haste

45.61%
Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

45.19%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

45.19%

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
52.13%
Pick Rate
6.98%
Games
894

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

View augment details
GoldT152.13%6.98%894
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
51.93%
Pick Rate
5.86%
Games
751

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

View augment details
GoldT151.93%5.86%751
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
50.65%
Pick Rate
12.00%
Games
1,538

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
SilverT150.65%12.00%1,538
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
49.45%
Pick Rate
5.65%
Games
724

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

View augment details
SilverT149.45%5.65%724
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
49.22%
Pick Rate
4.99%
Games
640

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
PrismaticT149.22%4.99%640
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
49.04%
Pick Rate
4.89%
Games
626

Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks).

View augment details
GoldT149.04%4.89%626
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
47.42%
Pick Rate
8.46%
Games
1,084

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

View augment details
GoldT147.42%8.46%1,084
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.38%
Pick Rate
8.80%
Games
1,127

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

View augment details
PrismaticT147.38%8.80%1,127
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
47.22%
Pick Rate
6.03%
Games
773

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

View augment details
GoldT147.22%6.03%773
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.56%
Pick Rate
12.12%
Games
1,553

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
PrismaticT146.56%12.12%1,553
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
46.33%
Pick Rate
5.95%
Games
762

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
GoldT146.33%5.95%762
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
46.32%
Pick Rate
19.28%
Games
2,470

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

View augment details
GoldT146.32%19.28%2,470
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
45.19%
Pick Rate
4.78%
Games
613

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

View augment details
GoldT145.19%4.78%613
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
45.14%
Pick Rate
4.74%
Games
607

After dashing or blinking , gain a shield that lasts for 2 seconds and absorbs 65 – 290 (based on level) (+ 65% AD) (+ 26% AP) damage (5 second cooldown).

View augment details
SilverT145.14%4.74%607
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
44.21%
Pick Rate
25.05%
Games
3,210

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

View augment details
GoldT144.21%25.05%3,210
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
44.10%
Pick Rate
4.03%
Games
517

Grants 20% heal and shield power .

View augment details
SilverT144.10%4.03%517
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
44.07%
Pick Rate
14.34%
Games
1,838

Gain 15% omnivamp .

View augment details
SilverT144.07%14.34%1,838
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
44.01%
Pick Rate
6.65%
Games
852

Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal).

View augment details
PrismaticT144.01%6.65%852
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
42.91%
Pick Rate
7.98%
Games
1,023

Grants 18% armor penetration and magic penetration .

View augment details
GoldT142.91%7.98%1,023
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
42.82%
Pick Rate
11.57%
Games
1,483

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

View augment details
GoldT142.82%11.57%1,483
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
42.51%
Pick Rate
6.66%
Games
854

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

View augment details
SilverT142.51%6.66%854
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
42.41%
Pick Rate
6.27%
Games
804

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
GoldT142.41%6.27%804
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
42.07%
Pick Rate
5.12%
Games
656

Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them.

View augment details
GoldT142.07%5.12%656
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
40.87%
Pick Rate
8.29%
Games
1,062

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
GoldT140.87%8.29%1,062
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
54.74%
Pick Rate
2.55%
Games
327

Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration

View augment details
GoldT254.74%2.55%327
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
53.36%
Pick Rate
1.97%
Games
253

Gain 2 Stat Anvils .

View augment details
SilverT253.36%1.97%253
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.45%
Pick Rate
2.71%
Games
347

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

View augment details
PrismaticT252.45%2.71%347
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
52.28%
Pick Rate
3.60%
Games
461

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

View augment details
GoldT252.28%3.60%461
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.26%
Pick Rate
1.86%
Games
238

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
PrismaticT251.26%1.86%238
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
50.74%
Pick Rate
3.17%
Games
406

Increases attack damage by 20% .

View augment details
SilverT250.74%3.17%406
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
50.00%
Pick Rate
2.11%
Games
270

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

View augment details
GoldT250.00%2.11%270
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.44%
Pick Rate
3.49%
Games
447

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
PrismaticT249.44%3.49%447
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
47.97%
Pick Rate
2.11%
Games
271

Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
GoldT247.97%2.11%271
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
47.92%
Pick Rate
3.37%
Games
432

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

View augment details
SilverT247.92%3.37%432
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
47.83%
Pick Rate
1.97%
Games
253

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
GoldT247.83%1.97%253
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
47.59%
Pick Rate
2.43%
Games
311

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

View augment details
SilverT247.59%2.43%311
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.19%
Pick Rate
1.80%
Games
231

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

View augment details
PrismaticT247.19%1.80%231
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.00%
Pick Rate
1.69%
Games
217

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

View augment details
PrismaticT247.00%1.69%217
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
46.95%
Pick Rate
3.71%
Games
475

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
GoldT246.95%3.71%475
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
46.69%
Pick Rate
2.12%
Games
272

Gain 1750 upon acquiring this augment.

View augment details
GoldT246.69%2.12%272
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
46.64%
Pick Rate
3.60%
Games
461

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

View augment details
SilverT246.64%3.60%461
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
45.67%
Pick Rate
2.34%
Games
300

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
GoldT245.67%2.34%300
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
45.12%
Pick Rate
1.68%
Games
215

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
SilverT245.12%1.68%215
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
44.59%
Pick Rate
1.80%
Games
231

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
GoldT244.59%1.80%231
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.77%
Pick Rate
2.57%
Games
329

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
PrismaticT243.77%2.57%329
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
43.70%
Pick Rate
2.11%
Games
270

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
GoldT243.70%2.11%270
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
43.66%
Pick Rate
3.20%
Games
410

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
SilverT243.66%3.20%410
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.64%
Pick Rate
2.15%
Games
275

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
PrismaticT243.64%2.15%275
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
43.36%
Pick Rate
2.00%
Games
256

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

View augment details
PrismaticT243.36%2.00%256
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.25%
Pick Rate
2.26%
Games
289

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
PrismaticT243.25%2.26%289
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
42.68%
Pick Rate
2.56%
Games
328

Grants 60 ability haste .

View augment details
GoldT242.68%2.56%328
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
42.46%
Pick Rate
3.62%
Games
464

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT242.46%3.62%464
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
42.44%
Pick Rate
3.20%
Games
410

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
GoldT242.44%3.20%410
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
42.44%
Pick Rate
2.11%
Games
271

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

View augment details
PrismaticT242.44%2.11%271
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
42.28%
Pick Rate
1.92%
Games
246

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
GoldT242.28%1.92%246
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
41.88%
Pick Rate
3.32%
Games
425

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
SilverT241.88%3.32%425
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
41.57%
Pick Rate
2.08%
Games
267

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

View augment details
PrismaticT241.57%2.08%267
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
41.38%
Pick Rate
3.39%
Games
435

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
SilverT241.38%3.39%435
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
40.62%
Pick Rate
3.29%
Games
421

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

View augment details
GoldT240.62%3.29%421
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.05%
Pick Rate
3.14%
Games
402

Abilities with dashes or blinks gain 175 ability haste .

View augment details
PrismaticT240.05%3.14%402
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
39.94%
Pick Rate
2.75%
Games
353

Grants 50% critical strike chance .

View augment details
GoldT239.94%2.75%353
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
39.94%
Pick Rate
2.68%
Games
343

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

View augment details
SilverT239.94%2.68%343
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
39.57%
Pick Rate
3.63%
Games
465

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

View augment details
GoldT239.57%3.63%465
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
39.09%
Pick Rate
3.07%
Games
394

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

View augment details
SilverT239.09%3.07%394
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
38.43%
Pick Rate
1.89%
Games
242

Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown).

View augment details
SilverT238.43%1.89%242
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
38.03%
Pick Rate
2.22%
Games
284

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

View augment details
GoldT238.03%2.22%284
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
37.99%
Pick Rate
1.79%
Games
229

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

View augment details
PrismaticT237.99%1.79%229
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
54.75%
Pick Rate
1.40%
Games
179

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT354.75%1.40%179
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
53.06%
Pick Rate
1.15%
Games
147

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

View augment details
GoldT353.06%1.15%147
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.55%
Pick Rate
0.87%
Games
111

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

View augment details
PrismaticT349.55%0.87%111
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.50%
Pick Rate
1.58%
Games
202

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

View augment details
PrismaticT349.50%1.58%202
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
48.94%
Pick Rate
1.10%
Games
141

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT348.94%1.10%141
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
47.65%
Pick Rate
1.16%
Games
149

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

View augment details
GoldT347.65%1.16%149
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
47.37%
Pick Rate
1.04%
Games
133

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT347.37%1.04%133
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
47.34%
Pick Rate
1.47%
Games
188

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
GoldT347.34%1.47%188
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
47.03%
Pick Rate
1.58%
Games
202

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
SilverT347.03%1.58%202
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
46.70%
Pick Rate
1.42%
Games
182

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

View augment details
GoldT346.70%1.42%182
Mighty Shield Mighty Shield Mighty Shield Silver
Rarity
Silver
Tier
T5
Win Rate
46.15%
Pick Rate
0.91%
Games
117

Gain 40 – 100 (based on level) adaptive force for 3 seconds upon gaining a shield (5 second cooldown).

View augment details
SilverT346.15%0.91%117
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
45.81%
Pick Rate
1.21%
Games
155

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

View augment details
GoldT345.81%1.21%155
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
45.57%
Pick Rate
1.23%
Games
158

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
PrismaticT345.57%1.23%158
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
45.40%
Pick Rate
1.27%
Games
163

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

View augment details
SilverT345.40%1.27%163
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.27%
Pick Rate
1.02%
Games
131

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

View augment details
PrismaticT344.27%1.02%131
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
42.86%
Pick Rate
1.20%
Games
154

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

View augment details
SilverT342.86%1.20%154
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
42.39%
Pick Rate
1.44%
Games
184

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

View augment details
GoldT342.39%1.44%184
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
42.11%
Pick Rate
1.33%
Games
171

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

View augment details
GoldT342.11%1.33%171
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.79%
Pick Rate
1.05%
Games
134

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

View augment details
PrismaticT341.79%1.05%134
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
41.46%
Pick Rate
1.28%
Games
164

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
GoldT341.46%1.28%164
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
41.34%
Pick Rate
1.40%
Games
179

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

View augment details
SilverT341.34%1.40%179
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
40.97%
Pick Rate
1.12%
Games
144

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

View augment details
GoldT340.97%1.12%144
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
39.44%
Pick Rate
1.11%
Games
142

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
PrismaticT339.44%1.11%142
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
38.68%
Pick Rate
1.65%
Games
212

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

View augment details
SilverT338.68%1.65%212
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
38.13%
Pick Rate
1.25%
Games
160

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

View augment details
GoldT338.13%1.25%160
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
37.20%
Pick Rate
1.28%
Games
164

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

View augment details
PrismaticT337.20%1.28%164
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
34.13%
Pick Rate
0.98%
Games
126

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

View augment details
PrismaticT334.13%0.98%126
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
34.07%
Pick Rate
1.42%
Games
182

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

View augment details
GoldT334.07%1.42%182
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
28.80%
Pick Rate
0.98%
Games
125

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

View augment details
PrismaticT328.80%0.98%125
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.53%
Pick Rate
0.74%
Games
95

Grants 3 random Dragon Souls .

View augment details
PrismaticT450.53%0.74%95
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.28%
Pick Rate
0.45%
Games
58

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

View augment details
PrismaticT448.28%0.45%58
Windspeaker's Blessing Windspeaker's Blessing Windspeaker's Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.10%
Pick Rate
0.62%
Games
79

Your or allies' heals and shields on yourself, or your heals and shields on allies, grant the target 30 – 60 (based on level) bonus armor and bonus magic resistance for 3 seconds.

View augment details
PrismaticT448.10%0.62%79
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
47.71%
Pick Rate
0.85%
Games
109

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

View augment details
GoldT447.71%0.85%109
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.06%
Pick Rate
0.40%
Games
51

Replace a summoner spell with Feel the Burn . Feel the Burn: Casts both Exhaust and Ignite on all enemy champions within 800 units, with the former having its slow strength increased to 50% and the latter modified to deal 70 – 410 (based on level) true damage over the duration. This effect counts as a Burn source.

View augment details
PrismaticT447.06%0.40%51
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
46.15%
Pick Rate
0.51%
Games
65

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

View augment details
SilverT446.15%0.51%65
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
46.05%
Pick Rate
0.59%
Games
76

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

View augment details
SilverT446.05%0.59%76
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.61%
Pick Rate
0.44%
Games
57

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

View augment details
PrismaticT445.61%0.44%57
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
45.31%
Pick Rate
0.50%
Games
64

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

View augment details
SilverT445.31%0.50%64
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.28%
Pick Rate
0.41%
Games
53

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

View augment details
PrismaticT445.28%0.41%53
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
45.21%
Pick Rate
0.57%
Games
73

Grants 60% bonus attack speed .

View augment details
SilverT445.21%0.57%73
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
45.10%
Pick Rate
0.40%
Games
51

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
GoldT445.10%0.40%51
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
44.83%
Pick Rate
0.68%
Games
87

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT444.83%0.68%87
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.21%
Pick Rate
0.74%
Games
95

获得魄罗之王的弹跳!魄罗之王的弹跳:变形为【魄罗之王】3秒!你现在处于不可阻挡和幽灵状态。获得?伤害减免和?移动速度,但被沉默且无法攻击。此外,每1秒都会弹跳,在着陆时对附近的敌方英雄们造成?物理伤害和击退。【魄罗之王】的每次施放仅能对同一敌人造成一次击退。已防止的伤害:?已造成的伤害:?被弹跳的敌人数:?

View augment details
PrismaticT444.21%0.74%95
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
43.59%
Pick Rate
0.61%
Games
78

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

View augment details
GoldT443.59%0.61%78
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
42.59%
Pick Rate
0.42%
Games
54

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT442.59%0.42%54
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
42.25%
Pick Rate
0.55%
Games
71

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT442.25%0.55%71
Stuck in Here With Me Stuck in Here With Me Stuck in Here With Me Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.98%
Pick Rate
0.63%
Games
81

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

View augment details
PrismaticT441.98%0.63%81
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.98%
Pick Rate
0.63%
Games
81

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

View augment details
PrismaticT441.98%0.63%81
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
41.27%
Pick Rate
0.49%
Games
63

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT441.27%0.49%63
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
41.24%
Pick Rate
0.76%
Games
97

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

View augment details
GoldT441.24%0.76%97
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
41.00%
Pick Rate
0.78%
Games
100

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

View augment details
GoldT441.00%0.78%100
Earthwake Earthwake Earthwake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
40.74%
Pick Rate
0.84%
Games
108

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

View augment details
PrismaticT440.74%0.84%108
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.74%
Pick Rate
0.84%
Games
108

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
PrismaticT440.74%0.84%108
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
40.54%
Pick Rate
0.58%
Games
74

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

View augment details
SilverT440.54%0.58%74
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
39.29%
Pick Rate
0.44%
Games
56

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

View augment details
SilverT439.29%0.44%56
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
37.50%
Pick Rate
0.50%
Games
64

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT437.50%0.50%64
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
36.21%
Pick Rate
0.45%
Games
58

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

View augment details
PrismaticT436.21%0.45%58
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
35.19%
Pick Rate
0.42%
Games
54

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
GoldT435.19%0.42%54
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
34.48%
Pick Rate
0.68%
Games
87

Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.]

View augment details
SilverT434.48%0.68%87
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
25.93%
Pick Rate
0.42%
Games
54

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
PrismaticT425.93%0.42%54

Aatrox Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

R > Q > E > W

RQWE

R > Q > W > E (specific conditions only)

RQEW

Max Q first in almost every game.

Aatrox Counters

Counters and threats extracted from the matchup guide

Counters

Counters

4

Aatrox counters these champions in ARAM: Mayhem.

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

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

Cho'Gath Cho'Gath Cho'Gath T4
Tier
T4
Rank
#108
Win Rate
47.84%
Pick Rate
0.86%

Cho'Gath is a front-line tank and control mage who turns messy fights into easy picks. He looks for a knock-up, follows with silence, then walks in to threaten a heavy execute with Feast. If enemies ignore him, he becomes a huge wall for his carries. If they clump, he punishes them hard. In ARAM: Mayhem, Cho'Gath likes the constant teamfighting because his basic job is simple: hold space, catch overextended targets, and soak pressure while his team cleans up. Augments can push him toward being harder to kill, more disruptive, or more damage-focused, but the core pattern stays the same. Land crowd control first, commit when the target cannot kite, and do not waste your engage into champions ready to dash away or punish your slow approach. View champion guide

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

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

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

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

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

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

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

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

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

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

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

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

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

Garen Garen Garen T4
Tier
T4
Rank
#134
Win Rate
46.93%
Pick Rate
0.64%

Garen, The Might of Demacia Garen is a juggernaut designed to run people down and spin them to death. In standard modes, he is known for his passive health regeneration and simple execution pattern. He acts as a durable frontliner who punishes mistakes with silence and burst damage. His signature pattern is straightforward: close the gap, hit his Decisive Strike to silence, spin with Judgment, and finish low-health targets with Demacian Justice. He thrives in extended fights where his passive can tick between trades. In ARAM: Mayhem, Garen becomes a relentless raid boss. The single lane removes his flanking options, but the constant fighting actually favors his sustain and cooldown reduction mechanics. He can spin far more often, and his ultimate comes up quickly when he gets takedowns. Instead of waiting for the perfect engage, Garen in Mayhem is about constant pressure—absorb damage, reset, and spin again. View champion guide

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

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

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Countered By

4

Aatrox is countered by these champions in ARAM: Mayhem.

Zed Zed Zed T3
Tier
T3
Rank
#52
Win Rate
50.26%
Pick Rate
0.75%

Zed is a mobile AD assassin who looks for isolated or softened targets, marks them with his shadows, then snaps back out before the enemy team can punish him. His signature pattern is simple to understand: poke with shadow angles, wait for a key cooldown to miss, dive the carry, and use the return shadow to escape or dodge retaliation.In ARAM: Mayhem, Zed gets more chances to fight because teams clash constantly and targets are often already low. He is still not a frontliner, so patience matters. Use the chaos to hide your engage, punish squishy champions who step past their team, and avoid diving into layered crowd control unless you have a clear way back out. View champion guide

Talon Talon Talon T3
Tier
T3
Rank
#86
Win Rate
49.81%
Pick Rate
0.44%

Talon the Blade's Shadow Talon is a physical burst assassin who wants to appear from an angle, kill a fragile target fast, and leave before the enemy team can lock him down. His signature pattern is simple: look for a softened carry, enter from fog or terrain, dump damage in a short window, then use his mobility and stealth timing to escape or reposition. In ARAM: Mayhem, Talon plays more like a high-speed pick threat than a slow flanker. Fights start often, targets are usually grouped, and random power spikes can make both his burst and his risk much sharper. He is easy to understand but punishing to mistime: go in after key crowd control is used, not when the whole enemy team is still waiting to peel. 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

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

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

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

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

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

Ashe Ashe Ashe T2
Tier
T2
Rank
#24
Win Rate
51.83%
Pick Rate
1.23%

Ashe is a utility marksman who wins fights by slowing targets, checking space, and setting up picks before the brawl fully starts. Her basic pattern is simple: keep enemies tagged with Frost, punish anyone who steps too far forward, and use her long-range engage to start clean fights for your team. In ARAM: Mayhem, Ashe is less about quiet lane control and more about constant teamfight value. The single-lane map makes her poke, vision control, and slows easy to apply, but it also means divers and hard engage reach her faster. Play her like a backline caller: soften enemies, create catches, follow allied crowd control, and reposition early whenever the fight turns messy. View champion guide

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

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

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

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

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

Fiora Fiora Fiora T2
Tier
T2
Rank
#48
Win Rate
51.73%
Pick Rate
0.21%

Fiora is a precision melee duelist who wins by picking the right target, striking from sharp angles, and turning an enemy’s engage against them. She is not a front-to-back brawler by default; she wants short trades, clean all-ins, and moments where one key parry or reposition lets her take over a fight. In ARAM: Mayhem, Fiora plays less like a side-lane split-pusher and more like a skirmish finisher. The single-lane chaos gives her more fights to enter, but also less space to patiently isolate someone. Look for distracted carries, punish overextended bruisers, and use the extra action in Mayhem to snowball off one clean duel into a fast teamfight cleanup. View champion guide

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

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

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Aatrox Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Zaahen Zaahen Zaahen T1
Tier
T1
Rank
#8
Win Rate
55.16%
Pick Rate
0.39%

Zaahen is a melee fighter built for direct skirmishes, not quiet poke wars. His job is to step into the brawl, threaten the enemy backline when an opening appears, and keep pressure high once both teams are forced to fight in close range. Play him like a committed bruiser: wait for a real engage, enter with your team, then chase down targets that have already spent their escape or crowd control. In ARAM: Mayhem, Zaahen benefits from the mode’s constant fighting, but the single lane also makes bad entries easier to punish. He has less room to flank, so patience matters. Durability and mobility-focused augments help him survive the first wave of damage, while damage-focused setups are better when your team already has reliable engage. If you go in alone, you get kited; if you follow a crowd control chain or Snowball hit, Zaahen can turn a messy fight into a cleanup. View champion guide

What Zaahen Needs from a Team

Reliable Engagement: Someone who can close the gap and force enemies to fight on Zaahen's terms.

Zaahen Zaahen Zaahen T1
Tier
T1
Rank
#8
Win Rate
55.16%
Pick Rate
0.39%

Zaahen is a melee fighter built for direct skirmishes, not quiet poke wars. His job is to step into the brawl, threaten the enemy backline when an opening appears, and keep pressure high once both teams are forced to fight in close range. Play him like a committed bruiser: wait for a real engage, enter with your team, then chase down targets that have already spent their escape or crowd control. In ARAM: Mayhem, Zaahen benefits from the mode’s constant fighting, but the single lane also makes bad entries easier to punish. He has less room to flank, so patience matters. Durability and mobility-focused augments help him survive the first wave of damage, while damage-focused setups are better when your team already has reliable engage. If you go in alone, you get kited; if you follow a crowd control chain or Snowball hit, Zaahen can turn a messy fight into a cleanup. View champion guide

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

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

Reliable Engagement: Someone who can close the gap and force enemies to fight on Zaahen's terms. Setup Crowd Control: Knockups, stuns, or roots that hold enemies in place for Darkin Blade sweetspots. Anti-Kiting Support: Speed boosts, additional slows, or movement impairments that prevent enemies from spacing out. Secondary Dive Threat: A teammate who can flank or dive the backline, forcing enemies to split their focus. Top Teammate Synergies 1. Yasuo — Windwall Protection and Ultimate Combo

Yasuo's Windwall blocks the projectile burst that normally forces Zaahen off targets. His Last Breath ultimate groups airborne enemies, guaranteeing Zaahen's Q2 and Q3 sweetspots on multiple people at once.

Aatrox ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Fight TempoAatrox wins long fights by slowly grinding enemies down with poke and healing back damage over extended engagements.Fights start at level three and never stop. You must recognize commit windows instantly; hesitation means your team gets engaged on and wiped.Stop playing for long fights; commit decisively to kill angles or lose the opportunity.
Skill UsageLanding Q outer edges is the primary win condition for lane pressure. Sweet spot damage is prioritized for chipping away health bars.Q becomes a setup tool for augments and empowered autos. The slow and crowd control matter more than sweet spot damage for follow-up.Use Q for crowd control and engage setup, not for poke damage.
Snowball UseSnowball is flexible for closing distance, dodging abilities, or checking bushes. You can afford to miss a few.Snowball is your primary engage and escape. You cannot hold it long; if you see an angle, take it immediately or lose the window.Treat Snowball as essential engage; holding it too long means missed opportunities.
Sustain ValueAatrox relies on healing back damage over time. Bad trades are recoverable by healing up on the next wave.Damage output outpaces healing. Bad trades often mean dying before healing kicks in. Shields and damage reduction are often more valuable.Build for survival and burst first; raw healing often fails in Mayhem.
Teamfight SpacingYou stand at the front, poke with Q, and look for engage angles with time to reposition and wait for cooldowns.Standing at the front without a plan means getting poked down. Hover at engage range edge and commit decisively when you see an opening.Play dynamically at range edge; commit fully or get punished for hesitation.

Champion Analysis

Role / Current performance

Overview

Aatrox the Darkin Blade serves as a frontline fighter in Hextech Mayhem, combining devastating sustained damage with remarkable survivability through his revival mechanic and constant self-healing. The dramatically reduced cooldowns in this mode transform him into one of the hardest champions to kill, as he can unleash Darkin strikes and trigger his revival ability with unprecedented frequency. His core identity revolves around three interconnected elements: frontline presence, Darkin strikes, and revival sustain that together create a relentless combat presence. His passive, Darkin Thirst, provides healing on every attack against enemies. In Hextech Mayhem, where attacks happen frequently, this translates into incredible sustain that keeps him fighting far longer than most opponents expect. His Q ability, The Darkin Blade, functions as his primary damage tool through three consecutive strikes. The first two deal damage while the third knocks up enemies, and frequent use in this mode maintains extremely high damage output alongside consistent crowd control. His W ability, Infernal Chains, fires chains that damage and slow the first target hit, with the added strategic element of pulling enemies to terrain when the chains connect with it, enabling effective chasing and control. His E ability, Umbral Dash, grants flexible repositioning through a dash that sees frequent use due to reduced cooldowns. His ultimate, World Ender, represents his signature combat state. Upon activation, Aatrox enters an empowered form with massive bonus health and increased attack range. Any kills secured during this state extend the duration, allowing skilled players to maintain their enhanced condition throughout extended fights. In Hextech Mayhem, this ultimate causes his combat power to surge dramatically, and when combined with the triple knock-up potential from his Q, he delivers devastating damage that few opponents can withstand. The strategic value of Aatrox in this mode lies in his ability to serve as an aggressive frontline presence that refuses to die. His combination of crowd control through Q knock-ups and W chain pulls, alongside his dash mobility and ultimate's bonus health, makes him exceptionally difficult to displace or eliminate. Players should position him at the forefront of engagements, where he can maximize his Darkin strike frequency and sustain through continuous attacks. His play pattern rewards aggressive positioning and sustained combat, as extended fights allow him to leverage his healing, crowd control, and ultimate duration extension to overwhelm opponents who cannot match his durability and damage output.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Zaahen lives and dies by how well you chain your Darkin Blade swings. In Mayhem, reduced cooldowns mean constant swinging, but mindless spam loses games. The first two Q casts set up kills while the third usually secures them. If you whiff the first swing, do not cancel your combo. Fire the second cast immediately at a different angle to catch their sidestep. Save the third cast for when enemies are slowed, stunned, or locked down. Do not lead with Q1 since it is too easy to dodge. Use Darkin Dash to close small gaps or wait for ally crowd control. Once enemies are slowed or distracted, open with Q2 or Q3 for higher hit rates. Snowball serves as your primary engage tool against ranged compositions. Mark targets that have just used their escape or stand near their tower. When dashing in with Snowball, instantly buffer Q3 underneath them. Key Snowball windows include post-Flash cooldowns when ADCs have no escape, ability whiffs from peelers, and overextensions when enemies poke while their frontline is dead. The single lane in Mayhem forces constant close-quarters combat which benefits Zaahen. Control the center of the path and force enemies to choose between walking into your Q sweetspot or hugging frozen towers. When retreating, weave left and right to make skill shots harder to land while giving micro-adjustment angles for Q edges on pursuers. Against heavy poke comps, play the inch game by clearing the first wave then stepping forward to threaten Q3 without casting it. The threat zones enemies off the wave for free push. Your job is creating space and deleting whatever is closest, not diving the backline at all costs. Focus on the nearest high-value target, shred frontlines with repeated Q sweetspots and passive healing, then turn on squishies once cooldowns return. However, if a squishy carry is out of position with no peel, commit everything with Flash-Q3-Snowball. Zaahen is a teamfight anchor, not a solo diver. Going in alone usually results in getting kited to death. Zaahen excels at punishing enemy engages. When assassins or divers jump on your backline, turn and cast Q1 and Q2 directly on top of your ally. Enemies committed to their dash become easy sweetspot targets. Use E to reposition after their initial engagement rather than chasing. Save your ultimate for the moment they commit. Use it around 40 to 50 percent health to maximize the healing window and bait them into bad all-ins. Mayhem games are decided by push control. Zaahen shoves waves excellently with Q. Clear ranged minions with Q1-Q2, then immediately look for Snowball marks on enemies behind the wave. Your primary win condition is shove, mark, engage. Do not let waves sit at your tower since Zaahen fights best in open lanes with room for Q angles. Diving requires your ultimate ready and a clear exit plan. The ideal sequence is Snowball to target, Q3 for knock-up, burst them down, then Darkin Dash out toward safety. Communicate with your team before diving. If your team does not follow, abort since a dead Zaahen provides no pressure. When behind, shift from brawler to peeler and setup tool. Stop forcing engages since you will get burst before healing. Protect your highest-damage ally by standing on top of them and using Qs to disrupt enemy paths. Fish for Q sweetspots from max range since a single edge hit chunks squishies for a third of their health. Build defensively with health and ability haste when getting burst so you can spam Qs for utility and healing rather than dying before second rotations.

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Playstyle Guide

Playstyle / Team structure

Play guide

Aatrox the Darkin Blade progresses through three distinct phases in ARAM: Mayhem, each with specific positioning requirements and fight patterns. During the early game at levels 1 through 6, Aatrox should start positioned near the front line without standing directly on the wave. The priority is landing The Darkin Blade sweetspots on the first minion wave while threatening enemy champions who step forward. Early damage output is high, but sustain is not yet available, making cooldown management essential. Missing both Q sweetspots requires immediate backing off to wait for the rotation. Snowball serves as a gap-closer for all-ins or a pressure tool to force enemies off the wave and should not be thrown randomly for chip damage. Landing a Snowball mark creates an opportunity to dash in, land a guaranteed Q1, auto-attack, and disengage. Infernal Chains should be saved for disengage or setting up Q sweetspots rather than burned for the dash alone. Pushing the first two waves secures level 3 and health relics. When ahead, zone enemies off their ranged minions to deny experience. When behind or heavily poked, let the wave come to you and focus on last-hitting with Q to recover health through the passive. The mid game at levels 7 through 11 represents a power spike with points in Q and access to World Ender. Position slightly off-center from the team to enable flanks or catch opponents who overextend for poke. The trading rhythm shifts from short pokes to extended all-ins. Landing Snowball on a squishy target, popping the ultimate, and committing is the ideal engage pattern. During World Ender, Aatrox gains increased damage, healing, and movement speed, becoming stronger the longer the fight extends. This forces unfavorable brawls for enemies who must choose between running and being chased with movement speed and E dashes or fighting and sustaining through Q sweetspots. Damage-oriented augments enable burst focus, while sustain or defensive augments allow aggressive play to bait cooldowns. Pushing the wave to enemy tower enables dive opportunities where Snowball marks a target under tower, followed by bursting them and using E to escape or go deeper. When ahead, force constant fights and deny center bushes. When behind, play for picks on overextending enemies. In the late game at level 12 and beyond, Aatrox becomes a raid boss with resets but remains vulnerable to heavy crowd control and anti-heal. Position on the flank or behind the frontline rather than walking straight at the enemy team, which invites kiting and grievous wounds stacking. Wait for the fight to start and major crowd control to burn before engaging on high-priority targets. Snowball becomes the primary engage tool for reaching backline carries. The goal is forcing enemy focus onto Aatrox, enabling team cleanup, or killing carries if ignored. Use E to dodge key skillshots or close gaps, and save Q3 for the knockup to peel or chain crowd control. Group with the team rather than splitting off alone. Waveclear with Q handles super minions when defending. When ahead, siege inhibitor towers and force dives when openings appear. When behind, look for desperate all-ins on the most fed enemy carry, pulling their cooldowns and attention to potentially win the ensuing 4v4 aftermath.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Aatrox the Darkin Blade transforms into a raid boss when playing from ahead, with healing that outpaces enemy damage and cooldowns short enough to maintain permanent pressure. The ahead state triggers when Aatrox completes a first item spike, holds a gold lead of 1,000 or more, or obtains strong augments like Darkin Durability or Omni-Soul, with the enemy backline flinching when Aatrox steps forward. The strategic focus shifts from surviving to forcing fights the enemy cannot refuse. When ahead, Aatrox should zone off the wave rather than simply clearing minions, walking past the dying wave to sit on the enemy's side of the bridge. This forces opponents to choose between losing the wave entirely or fighting at a disadvantage. Aatrox should isolate targets who lack dash or blink augments, using Snowball to gap-close while saving the E dash for when enemies try to sidestep the Q2 sweetspot. With the ultimate active, the revive passive becomes a safety net for diving the backline, even under tower, provided the team is following up. Successful execution causes incremental tower damage, forces enemy summoner spell usage, and compels opponents to buy anti-heal earlier than optimal, delaying their power spikes. The most common throw pattern is chasing too deep without backup, as Mayhem mode damage can melt even a fed tank caught in a 1v4. Aatrox should not chase low-health mobile champions like Ezreal or Zed under their inhibitor tower unless teammates are nearby. Players must check augment synergy, as damage-oriented augments without durability leave Aatrox vulnerable under focus fire. The correct playstyle becomes that of a burst bruiser: engage, kill one target, reset, and engage again rather than standing in the middle of five enemies auto-attacking unless certain of out-healing combined damage output. When behind, Aatrox must stop trying to be the carry and become a setup tool. This state triggers when down kills, the tower is under threat, enemies have completed anti-heal items like Chempunk Chainsword or Mortal Reminder while Aatrox is still building components, or engagement attempts result in instant death. The recovery plan involves playing for the reset by using Snowball as a dodge tool or bush checker rather than an engage mechanism, peeling for strong backline teammates by using Q to disrupt divers and W slow to save allies, and focusing the nearest threat rather than walking past tanks to reach the backline. Behind players should seek augments offering utility or survival rather than pure damage, such as tenacity or shielding to survive initial crowd control burst. When enemies have anti-heal, Aatrox cannot rely on out-healing damage and should instead prioritize augments adding crowd control or cooldown reduction for more frequent disruption. Unrecoverable situations include fighting while down numbers, chasing into 1v4 scenarios, and engaging in long narrow chokes where enemy poke champions freely attack. Patience and waiting for enemy mistakes offers the only path back into the game.

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Champion Background

Lore / Identity / Text block

Background copy

Aatrox the Darkin Blade is a sustain-focused juggernaut whose entire damage profile and survival in ARAM: Mayhem revolve around landing his Q sweet spots and weaving empowered passive attacks between ability casts. His passive, Deathbringer Stance, serves as his primary trading tool rather than a bonus, providing healing based on target maximum health and resetting faster when abilities hit champions. In a mode with inflated health pools where sustain is critical, using this empowered auto between every Q cast during prolonged fights is essential for maintaining health advantages. The Darkin Blade, his Q, comprises three distinct slam patterns with sweet spots that deal bonus damage and knock up on the third cast. Accelerated Mayhem cooldowns allow constant fishing for Qs to zone enemies and trigger passives. Q1 and Q2 are easier to land on targets moving laterally, while Q3 works best on targets moving directly toward or away due to its narrow hitbox. Missing Q3 is the most punishing mistake, leaving Aatrox with no damage or threat until it returns. Infernal Chains, his W, functions as a critical setup tool that slows and potentially drags back targets who fail to leave its area. The chain forces enemies to burn dashes or flashes to escape, making Q3 nearly guaranteed when chained. It should target enemies trying to kite rather than tanks running directly at Aatrox, and firing through minions will catch them instead of champions. Umbral Dash, his E, provides two dash charges that heal when abilities hit champions and reset the basic attack timer. This sustain makes him nearly unkillable when played correctly. Dashing during Q1 or Q2 extends range and changes angles, but using both charges without a kill or escape plan strands him in enemy territory. Saving at least one charge for repositioning or retreat is crucial. World Ender, his ultimate, grants increased damage, healing, and ramping movement speed in combat, extending on takedowns. It should be activated early rather than saved for executes, as the speed helps land Qs and the healing counters Mayhem's burst damage. The activation fear can catch enemies who think they are safe at the edge of its radius. Grievous wounds significantly reduces his healing, and hard crowd control stops his sustain entirely, making him much squishier than he appears when facing anti-heal or heavy crowd control compositions.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Aatrox the Darkin Blade players in ARAM: Mayhem commonly undermine their effectiveness through mechanical and decision errors that compound quickly in this high-damage environment. The most frequent mechanical mistake involves spamming Q1 and Q2 immediately upon entering poke range without proper setup. This leaves Aatrox with only Q3 to threaten opponents, and smart enemies will hard engage when they see the first two swings wasted. Players should hold Q1 until they have a real target, using it to zone or check bushes, and only commit Q2 if the first swing lands or when following a teammate's engage. When Q is on cooldown, backing off and using autos to last-hit minions while saving E for disengage is the correct recovery. Another critical error is dashing with E before casting Q, or using E offensively at low health. This removes the only escape tool, and in Mayhem's high damage environment, missing the sweetspot or getting peeled often means death. The correct approach is casting Q first, then using E to reposition the sweetspot mid-swing. Players should keep E ready to dash through enemies for healing or to dodge crowd control. Ignoring the Q sweetspot mechanic entirely and treating the blade like generic area-of-effect damage results in reduced damage and missing the Q3 knockup. Without the sweetspot bonus, all-in damage is often insufficient to secure kills. Players must aim the blade's edge, using movement speed and E to adjust angles at the last second. Activating the Ultimate too late, typically at 20% health or lower, frequently results in death before the revive passive or healing amplification can take effect. Mayhem burst is too high for last-second ultimates to work reliably. The correct timing is activating around 60-70% health when ready to engage or when seeing hard engage incoming. Decision mistakes include chasing mobile carries deep into enemy territory, which leads to wasted cooldowns and getting kited indefinitely. Aatrox should instead target frontline or immobile backliners, forcing mobile carries to use escapes defensively before switching focus. Using Snowball to engage into full enemy teams with crowd control ready is a common throw. Players should use Snowball to close gaps on targets who have already used escapes or peel tools, or to dodge skillshots during chaotic fights. Building full damage while ignoring survivability against poke or burst compositions results in getting one-shot before healing matters. Players should prioritize early sustain and defensive stats, as damage comes naturally from base stats and Q ratios while staying alive multiplies effectiveness. Ignoring minion waves to force tower dives repeatedly loses wave pressure that provides healing and blocks enemy skillshots. Players should shove waves first, using Q1 and Q2 to heal and push before threatening enemies under their tower. Fighting while Deathbringer Stance passive is down loses significant burst damage and healing that often determines close trades.

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FAQ

Aatrox

FAQ

Is Zaahen a strong pick in ARAM: Mayhem? He is a solid bruiser who excels in extended fights where he can stack his healing and reset his cooldowns. He struggles against heavy poke or disengage before he closes the gap, but he becomes a raid boss once he gets his ultimate and a few items. Pick him if your team has engage support, but avoid first-picking him into kite-heavy compositions. What is Zaahen's main win condition in this mode? Your goal is to survive the initial burst, pop your ultimate, and sustain through the fight with constant ability resets. You want to hit multiple enemies with your sweetspot abilities to maximize healing and damage. If you dive too deep without your ultimate ready, you will get burst down before your healing kicks in. How do I effectively use his Q ability? Always aim for the sweetspot at the edge of the impact zone to deal bonus damage and apply grievous wounds. Use the first cast to zone, the second to catch sidestep patterns, and the third to knock up enemies trying to flee. Hitting the center deals reduced damage and healing, so spacing matters more than spamming.

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