ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T3 Rank #63

Nami ARAM Mayhem Build & Best Augments

Nami role and playstyle: baseline role is AP support backline, with a core identity built around teamfight utility and damage output. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Key ARAM traits include wide-area impact, slow control, healing, speed utility, stun threat. 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.

Nami Nami the Tidecaller Mage / Support
TierT3
Rank#63
Win Rate50.13%
Pick Rate0.53%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Moonstone Renewer Moonstone Renewer Moonstone Renewer
Total Price
2,200
Price
500

+25 Ability Power +200 Health +20 Ability Haste +125% Base Mana Regen Starlit Grace Healing or shielding an ally chains the effect to another ally (excluding yourself), healing 30% or shielding 35% of the original amount.

Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

Whispering Circlet Whispering Circlet Whispering Circlet
Total Price
2,250
Price
850

+200 Health +8% Heal and Shield Power +75% Base Mana Regen +300 Mana Harmony Gain % Heal and Shield Power. Manaflow (8s, max 5 charges) Landing Abilities grants 4 max Mana (doubled vs. champions). Transforms into Diadem of Songs at 360 max Mana.

Win Rate52.05%
Pick Rate10.45%
#2
Moonstone Renewer Moonstone Renewer Moonstone Renewer
Total Price
2,200
Price
500

+25 Ability Power +200 Health +20 Ability Haste +125% Base Mana Regen Starlit Grace Healing or shielding an ally chains the effect to another ally (excluding yourself), healing 30% or shielding 35% of the original amount.

Whispering Circlet Whispering Circlet Whispering Circlet
Total Price
2,250
Price
850

+200 Health +8% Heal and Shield Power +75% Base Mana Regen +300 Mana Harmony Gain % Heal and Shield Power. Manaflow (8s, max 5 charges) Landing Abilities grants 4 max Mana (doubled vs. champions). Transforms into Diadem of Songs at 360 max Mana.

Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

Win Rate52.94%
Pick Rate8.47%
#3
Imperial Mandate Imperial Mandate Imperial Mandate
Total Price
2,250
Price
500

+60 Ability Power +20 Ability Haste +125% Base Mana Regen Coordinated Fire (0s) per target Slowing or Immobilizing an enemy champion marks them for 5 seconds. Ally champion damage detonates the mark, dealing magic damage equal to 10% of current health.

Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

Whispering Circlet Whispering Circlet Whispering Circlet
Total Price
2,250
Price
850

+200 Health +8% Heal and Shield Power +75% Base Mana Regen +300 Mana Harmony Gain % Heal and Shield Power. Manaflow (8s, max 5 charges) Landing Abilities grants 4 max Mana (doubled vs. champions). Transforms into Diadem of Songs at 360 max Mana.

Win Rate55.33%
Pick Rate7.47%

Situational itemstop 12

Moonstone Renewer Moonstone Renewer Moonstone Renewer
Total Price
2,200
Price
500

+25 Ability Power +200 Health +20 Ability Haste +125% Base Mana Regen Starlit Grace Healing or shielding an ally chains the effect to another ally (excluding yourself), healing 30% or shielding 35% of the original amount.

53.00%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

52.95%
Whispering Circlet Whispering Circlet Whispering Circlet
Total Price
2,250
Price
850

+200 Health +8% Heal and Shield Power +75% Base Mana Regen +300 Mana Harmony Gain % Heal and Shield Power. Manaflow (8s, max 5 charges) Landing Abilities grants 4 max Mana (doubled vs. champions). Transforms into Diadem of Songs at 360 max Mana.

53.67%
Imperial Mandate Imperial Mandate Imperial Mandate
Total Price
2,250
Price
500

+60 Ability Power +20 Ability Haste +125% Base Mana Regen Coordinated Fire (0s) per target Slowing or Immobilizing an enemy champion marks them for 5 seconds. Ally champion damage detonates the mark, dealing magic damage equal to 10% of current health.

53.52%
Ardent Censer Ardent Censer Ardent Censer
Total Price
2,200
Price
700

+45 Ability Power +10% Heal and Shield Power +125% Base Mana Regen +4% Move Speed Sanctify Healing or Shielding an ally enhances you both for 6 seconds, granting +25% Attack Speed and 20 magic damage On-Hit.

53.63%
Redemption Redemption Redemption
Total Price
2,300
Price
850

+30 Ability Power +15 Ability Haste +100% Base Mana Regen +10% Heal and Shield Power Intervention Restore 150 - +350 Health to allied units and deal 10% max Health true damage to enemy champions after 2.5 seconds.

52.01%
Dawncore Dawncore Dawncore
Total Price
2,500
Price
450

+45 Ability Power +16% Heal and Shield Power +100% Base Mana Regen First Light Gain +2% Heal and Shield Power and +10 Ability Power per +100% Base Mana Regen .

54.07%
Malignance Malignance Malignance
Total Price
2,700
Price
650

+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.

53.25%
Staff of Flowing Water Staff of Flowing Water Staff of Flowing Water
Total Price
2,250
Price
800

+35 Ability Power +10% Heal and Shield Power +125% Base Mana Regen +10 Ability Haste Rapids Healing or Shielding an ally grants you both +40 Ability Power and +15 Ability Haste for 6 seconds.

52.97%
Archangel's Staff Archangel's Staff Archangel's Staff
Total Price
2,900
Price
450

+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.

52.47%
Morellonomicon Morellonomicon Morellonomicon
Total Price
2,850
Price
400

+75 Ability Power +350 Health +15 Ability Haste Grievous Wounds: Dealing magic damage to champions applies 40% Wounds for 3 seconds.

49.43%
Echoes of Helia Echoes of Helia Echoes of Helia
Total Price
2,200
Price
500

+35 Ability Power +200 Health +20 Ability Haste +125% Base Mana Regen Soul Siphon Gain 35% of pre-mitigation damage dealt to champions as Soul Charges. Healing or Shielding an ally consumes all Soul Charges to restore Health.

57.23%

Starting items

Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

53.99%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.

53.99%
Bandleglass Mirror Bandleglass Mirror Bandleglass Mirror
Total Price
900
Price
50

+20 Ability Power +100% Base Mana Regen +10 Ability Haste

53.99%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.

53.66%
Bandleglass Mirror Bandleglass Mirror Bandleglass Mirror
Total Price
900
Price
50

+20 Ability Power +100% Base Mana Regen +10 Ability Haste

53.66%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

51.90%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.

51.90%

Core items

#1
Malignance Malignance Malignance
Total Price
2,700
Price
650

+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

Win Rate51.51%
Pick Rate12.61%
#2
Malignance Malignance Malignance
Total Price
2,700
Price
650

+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

Win Rate50.98%
Pick Rate5.18%
#3
Imperial Mandate Imperial Mandate Imperial Mandate
Total Price
2,250
Price
500

+60 Ability Power +20 Ability Haste +125% Base Mana Regen Coordinated Fire (0s) per target Slowing or Immobilizing an enemy champion marks them for 5 seconds. Ally champion damage detonates the mark, dealing magic damage equal to 10% of current health.

Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

Archangel's Staff Archangel's Staff Archangel's Staff
Total Price
2,900
Price
450

+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.

Win Rate55.35%
Pick Rate4.75%

Situational itemstop 12

Starting items

Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

48.91%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.

48.91%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

55.71%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.

55.71%
Bandleglass Mirror Bandleglass Mirror Bandleglass Mirror
Total Price
900
Price
50

+20 Ability Power +100% Base Mana Regen +10 Ability Haste

55.71%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.

48.81%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
58.87%
Pick Rate
4.79%
Games
620

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
GoldT158.87%4.79%620
Windspeaker's Blessing Windspeaker's Blessing Windspeaker's Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
58.49%
Pick Rate
7.05%
Games
913

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
PrismaticT158.49%7.05%913
Sonata Sonata Sonata Gold
Rarity
Gold
Tier
T3
Win Rate
56.05%
Pick Rate
17.55%
Games
2,273

Alternate between automatically casting a modified version of Sona's Aria of Perseverance and modified Song of Celerity , with the former being cast first (10 second cooldown). Aria of Perseverance: Heal yourself for 60 (+ 60% AP) and send out a tone to the most wounded allied champion within 1000 units that heals them for the same amount. Additionally, generate an aura that grants you and tagged allied champions a 80 (+ 40% AP) shield for 1. 5 seconds. Song of Celerity: Gain 30% bonus movement speed for 7 seconds. If you take damage during this time, the duration ends prematurely once or if 3 seconds have elapsed. Additionally, generate an aura that grants tagged allied champions 20% bonus movement speed for 3 seconds.

View augment details
GoldT156.05%17.55%2,273
Upgrade Mikaels Blessing Upgrade Mikaels Blessing Upgrade Mikaels Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.85%
Pick Rate
5.47%
Games
709

获得【米凯尔的祝福】。将【米凯尔的祝福】的冷却时间缩减至45秒。使用【米凯尔的祝福】的主动效果时,对附近的友军施放一道光波,清除其限制和定身效果,回复?生命值,并且提供持续3秒的65%韧性。

View augment details
PrismaticT155.85%5.47%709
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
52.75%
Pick Rate
7.31%
Games
946

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

View augment details
GoldT152.75%7.31%946
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
52.68%
Pick Rate
6.49%
Games
841

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

View augment details
SilverT152.68%6.49%841
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
52.55%
Pick Rate
4.25%
Games
550

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
GoldT152.55%4.25%550
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.09%
Pick Rate
5.35%
Games
693

Gain ability haste equal to 30% AP .

View augment details
PrismaticT152.09%5.35%693
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
51.67%
Pick Rate
8.07%
Games
1,045

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

View augment details
GoldT151.67%8.07%1,045
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
51.61%
Pick Rate
10.31%
Games
1,335

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

View augment details
GoldT151.61%10.31%1,335
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
51.20%
Pick Rate
5.13%
Games
664

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

View augment details
GoldT151.20%5.13%664
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
51.08%
Pick Rate
4.66%
Games
603

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT151.08%4.66%603
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
51.04%
Pick Rate
7.08%
Games
917

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT151.04%7.08%917
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.72%
Pick Rate
5.34%
Games
692

Replace a summoner spell with Laser Heal . Laser Heal: Channel for up to 2. 5 seconds to project an energy beam in the target direction, during which you can steer the beam in the direction of the cursor. The beam heals you and allies within for 200 – 550 (based on level) (+ 70% AP) (+ 50% bonus health) and deals 100 – 350 (based on level) (+ 50% AP) magic damage to enemies within, both over the duration. Enemies hit are also slowed by 20%. Laser Heal can be recast during the channel to end it early. Healing granted by the laser counts as self-healing.

View augment details
PrismaticT150.72%5.34%692
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
50.69%
Pick Rate
20.75%
Games
2,687

Grants 20% heal and shield power .

View augment details
SilverT150.69%20.75%2,687
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
50.55%
Pick Rate
5.58%
Games
722

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

View augment details
GoldT150.55%5.58%722
Sonic Boom Sonic Boom Sonic Boom Silver
Rarity
Silver
Tier
T4
Win Rate
50.55%
Pick Rate
11.93%
Games
1,545

Granting a buff , heal , or shield to your ally deals 30 – 150 (based on level) true damage to enemies within 450 units of them and slows targets by 30% for 2 seconds (2 second cooldown).

View augment details
SilverT150.55%11.93%1,545
All For You All For You All For You Gold
Rarity
Gold
Tier
T4
Win Rate
50.54%
Pick Rate
18.75%
Games
2,428

Your heals and shields on allied champions are increased in effectiveness by 30%.

View augment details
GoldT150.54%18.75%2,428
I'm a Baby Kitty Where is Mama I'm a Baby Kitty Where is Mama I'm a Baby Kitty Where is Mama Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.13%
Pick Rate
5.95%
Games
770

Bind with the nearest allied champion to you after 2 seconds, forming a tether between you and them (400 radius). While the tether persists, you gain 75% bonus movement speed and 50% heal and shield power . Additionally, gain 37. 5 % bonus movement speed while facing your bound ally within 1500 units. The tether will break when you or your bound ally dies, allowing you to form a new tether.

View augment details
PrismaticT150.13%5.95%770
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
49.92%
Pick Rate
4.93%
Games
639

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
SilverT149.92%4.93%639
Empyrean Promise Empyrean Promise Empyrean Promise Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.82%
Pick Rate
5.25%
Games
680

Replace a summoner spell with Empyrean Promise's Vigilance active. Additionally, gain 15% heal and shield power . Active - Vigilance: After a 0. 25 -second delay, dash to the current location of the target allied champion and gain a 100 – 250 (based on level) (+ 100% AP) (+ 10% bonus health) shield for 3 seconds. Upon arrival, grant the ally the same shield (20 second cooldown; 2000 range).

View augment details
PrismaticT148.82%5.25%680
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
48.74%
Pick Rate
15.94%
Games
2,064

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
GoldT148.74%15.94%2,064
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
47.92%
Pick Rate
12.42%
Games
1,609

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
GoldT147.92%12.42%1,609
Circle of Death Circle of Death Circle of Death Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.65%
Pick Rate
5.43%
Games
703

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

View augment details
PrismaticT147.65%5.43%703
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
47.54%
Pick Rate
5.02%
Games
650

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

View augment details
SilverT147.54%5.02%650
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
47.29%
Pick Rate
6.12%
Games
793

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

View augment details
SilverT147.29%6.12%793
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
46.32%
Pick Rate
6.72%
Games
870

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

View augment details
GoldT146.32%6.72%870
Empowered By The Faithful Empowered By The Faithful Empowered By The Faithful Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.60%
Pick Rate
7.47%
Games
967

Granting a heal or shield to an allied champion blesses them for 8 seconds. Whenever a blessed ally damages an enemy champion, you generate a stack of Devotion , stacking up to 50 times. Upon reaching maximum stacks, you unleash a shockwave that deals 50 – 300 (based on level) (+ 750% heal and shield power) magic damage to nearby enemies. Enemy champions damaged below a percentage of their maximum health equal to 25% of your heal and shield power are executed .

View augment details
PrismaticT145.60%7.47%967
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
58.24%
Pick Rate
2.02%
Games
261

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT258.24%2.02%261
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
54.95%
Pick Rate
2.26%
Games
293

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
SilverT254.95%2.26%293
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
54.50%
Pick Rate
1.71%
Games
222

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

View augment details
PrismaticT254.50%1.71%222
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
54.18%
Pick Rate
2.86%
Games
371

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
GoldT254.18%2.86%371
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
54.15%
Pick Rate
2.51%
Games
325

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

View augment details
GoldT254.15%2.51%325
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
54.13%
Pick Rate
2.71%
Games
351

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

View augment details
SilverT254.13%2.71%351
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
53.60%
Pick Rate
3.11%
Games
403

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

View augment details
GoldT253.60%3.11%403
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
52.78%
Pick Rate
2.50%
Games
324

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

View augment details
GoldT252.78%2.50%324
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
52.51%
Pick Rate
2.93%
Games
379

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

View augment details
SilverT252.51%2.93%379
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.69%
Pick Rate
2.51%
Games
325

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

View augment details
PrismaticT251.69%2.51%325
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
51.11%
Pick Rate
2.43%
Games
315

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

View augment details
SilverT251.11%2.43%315
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
50.58%
Pick Rate
2.67%
Games
346

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

View augment details
GoldT250.58%2.67%346
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
50.45%
Pick Rate
2.60%
Games
337

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
GoldT250.45%2.60%337
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
50.38%
Pick Rate
2.01%
Games
260

Gain 1750 upon acquiring this augment.

View augment details
GoldT250.38%2.01%260
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
50.21%
Pick Rate
1.83%
Games
237

Gain 2 Stat Anvils .

View augment details
SilverT250.21%1.83%237
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
50.21%
Pick Rate
1.86%
Games
241

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
GoldT250.21%1.86%241
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
49.90%
Pick Rate
3.88%
Games
503

Grants 60 ability haste .

View augment details
GoldT249.90%3.88%503
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
49.77%
Pick Rate
1.71%
Games
221

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

View augment details
GoldT249.77%1.71%221
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.50%
Pick Rate
2.32%
Games
301

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
PrismaticT249.50%2.32%301
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
49.41%
Pick Rate
2.61%
Games
338

Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap

View augment details
SilverT249.41%2.61%338
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.31%
Pick Rate
2.22%
Games
288

Immobilizing or grounding an enemy champion summons a comet above them that lands at their current location after 1 second, dealing 50 – 150 (based on level) (+ 40% AP) (+ 4% of your maximum health) magic damage to enemies within the area (6 second cooldown per target per cast instance ).

View augment details
PrismaticT249.31%2.22%288
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
49.28%
Pick Rate
2.15%
Games
278

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT249.28%2.15%278
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
49.17%
Pick Rate
2.78%
Games
360

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

View augment details
GoldT249.17%2.78%360
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
48.89%
Pick Rate
2.43%
Games
315

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
GoldT248.89%2.43%315
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
48.88%
Pick Rate
2.42%
Games
313

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

View augment details
GoldT248.88%2.42%313
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
48.57%
Pick Rate
1.89%
Games
245

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

View augment details
PrismaticT248.57%1.89%245
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
48.52%
Pick Rate
2.61%
Games
338

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
GoldT248.52%2.61%338
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
48.05%
Pick Rate
2.38%
Games
308

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
GoldT248.05%2.38%308
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
47.91%
Pick Rate
2.03%
Games
263

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

View augment details
SilverT247.91%2.03%263
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
47.66%
Pick Rate
1.65%
Games
214

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

View augment details
SilverT247.66%1.65%214
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.17%
Pick Rate
2.05%
Games
265

Your ability hits against champions apply a Burn for 3 seconds that deals [ 2 – 20 (based on level) (+ 4. 6 % bonus AD) (+ 2% AP) bonus magic damage per second] (1 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. Additionally, all of your Burn effects reduce the cooldowns of all your basic abilities by 0. 08 seconds for each tick of damage they deal to a target.

View augment details
PrismaticT247.17%2.05%265
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.91%
Pick Rate
3.00%
Games
388

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

View augment details
PrismaticT246.91%3.00%388
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
46.35%
Pick Rate
1.80%
Games
233

Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn.

View augment details
GoldT246.35%1.80%233
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
46.35%
Pick Rate
3.07%
Games
397

Your slowing effects reduce the movement speed of targets by an additional 75 .

View augment details
SilverT246.35%3.07%397
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
46.13%
Pick Rate
2.09%
Games
271

Damaging an enemy champion with an ability summons a Void Scar at the location they were damaged for 6 seconds (0. 75 -second cooldown per target). If another Void Scar is summoned within 1250 units, through the same condition, both Void Scars are consumed to create a rift to the void between them that converges over 0. 6 seconds and has a width of 250 units. Enemies within the rift are dealt 100 – 450 (based on level) (+ 5. 5 per 1 Lethality) (+ 5. 5 per 1 flat magic penetration) magic damage and slowed by 99% decaying over 1 second.

View augment details
PrismaticT246.13%2.09%271
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
44.78%
Pick Rate
1.78%
Games
230

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
GoldT244.78%1.78%230
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
44.48%
Pick Rate
2.38%
Games
308

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

View augment details
GoldT244.48%2.38%308
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
38.33%
Pick Rate
1.75%
Games
227

Grants 18% armor penetration and magic penetration .

View augment details
GoldT238.33%1.75%227
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
58.21%
Pick Rate
1.55%
Games
201

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

View augment details
PrismaticT358.21%1.55%201
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.13%
Pick Rate
1.20%
Games
156

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

View augment details
PrismaticT355.13%1.20%156
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
54.73%
Pick Rate
1.14%
Games
148

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

View augment details
SilverT354.73%1.14%148
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.45%
Pick Rate
1.47%
Games
191

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
PrismaticT354.45%1.47%191
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
54.13%
Pick Rate
0.84%
Games
109

Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately.

View augment details
GoldT354.13%0.84%109
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
53.99%
Pick Rate
1.64%
Games
213

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
GoldT353.99%1.64%213
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
53.57%
Pick Rate
0.86%
Games
112

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

View augment details
SilverT353.57%0.86%112
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
53.33%
Pick Rate
1.04%
Games
135

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

View augment details
GoldT353.33%1.04%135
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
53.05%
Pick Rate
1.64%
Games
213

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

View augment details
GoldT353.05%1.64%213
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.31%
Pick Rate
1.00%
Games
130

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
PrismaticT352.31%1.00%130
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
52.14%
Pick Rate
0.90%
Games
117

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
SilverT352.14%0.90%117
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.74%
Pick Rate
1.33%
Games
172

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

View augment details
PrismaticT351.74%1.33%172
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
50.99%
Pick Rate
1.56%
Games
202

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

View augment details
GoldT350.99%1.56%202
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.81%
Pick Rate
1.43%
Games
185

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

View augment details
PrismaticT350.81%1.43%185
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
49.62%
Pick Rate
1.03%
Games
133

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
GoldT349.62%1.03%133
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
49.52%
Pick Rate
0.81%
Games
105

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
SilverT349.52%0.81%105
Crack Open That Egg Crack Open That Egg Crack Open That Egg Silver
Rarity
Silver
Tier
T5
Win Rate
49.48%
Pick Rate
1.48%
Games
192

Your shields detonate upon expiration, creating an explosion that deals magic damage equal to 100% of the shield's strength to nearby enemies.

View augment details
SilverT349.48%1.48%192
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
49.02%
Pick Rate
1.58%
Games
204

Gain a Needlessly Large Rod . Quest: Obtain Rabadon's Deathcap and Zhonya's Hourglass . Reward: Upon completing your Quest , convert the items you obtained for the quest into Wooglet's Witchcap .

View augment details
PrismaticT349.02%1.58%204
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
48.92%
Pick Rate
1.07%
Games
139

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

View augment details
SilverT348.92%1.07%139
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.82%
Pick Rate
0.98%
Games
127

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
PrismaticT348.82%0.98%127
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
48.78%
Pick Rate
0.95%
Games
123

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
PrismaticT348.78%0.95%123
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
47.30%
Pick Rate
1.14%
Games
148

Critical strikes against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 20 – 100 (based on level) magic damage (4 second cooldown). Additionally, gain 25% critical strike chance .

View augment details
GoldT347.30%1.14%148
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
45.96%
Pick Rate
1.24%
Games
161

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT345.96%1.24%161
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
45.88%
Pick Rate
1.50%
Games
194

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
GoldT345.88%1.50%194
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
45.06%
Pick Rate
1.25%
Games
162

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

View augment details
GoldT345.06%1.25%162
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
43.84%
Pick Rate
1.13%
Games
146

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
GoldT343.84%1.13%146
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
43.69%
Pick Rate
0.80%
Games
103

Hitting an enemy champion with a basic ability while located at least 700 units away from them at the time of the hit reduces its current cooldown by 80% of its total cooldown, modified to 65% for damage over time abilities.

View augment details
GoldT343.69%0.80%103
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
43.24%
Pick Rate
1.14%
Games
148

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
SilverT343.24%1.14%148
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
39.72%
Pick Rate
1.09%
Games
141

Grants 50% critical strike chance .

View augment details
GoldT339.72%1.09%141
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
63.16%
Pick Rate
0.59%
Games
76

你的敌人消失信号将发射一个飞弹至被信号标记的位置,这个飞弹会对敌人造成? + 10%已损失生命值的魔法伤害并治疗友军? + 10%已损失生命值。

View augment details
PrismaticT463.16%0.59%76
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
56.25%
Pick Rate
0.49%
Games
64

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
PrismaticT456.25%0.49%64
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
54.35%
Pick Rate
0.71%
Games
92

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
SilverT454.35%0.71%92
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.76%
Pick Rate
0.72%
Games
93

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
PrismaticT453.76%0.72%93
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
52.54%
Pick Rate
0.46%
Games
59

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
GoldT452.54%0.46%59
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.61%
Pick Rate
0.48%
Games
62

Replace a summoner spell with Droppybara . Droppybara: Call upon a massive capybara to land down at the target location after 2. 5 seconds, dealing true damage equal to the 30% of the target's maximum health to enemies within a 650 radius. Deals 70% damage to minions. This augment is only offered to up to 1 player on each team for a given game.

View augment details
PrismaticT451.61%0.48%62
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.56%
Pick Rate
0.49%
Games
64

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

View augment details
PrismaticT451.56%0.49%64
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.65%
Pick Rate
0.59%
Games
77

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
PrismaticT450.65%0.59%77
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
50.00%
Pick Rate
0.73%
Games
94

Basic attacks on-hit against enemy champions consume 2. 5 % of your maximum mana to deal bonus magic damage equal to 4. 5 % of your maximum mana . This damage can critically strike for (100% + 30% ) bonus damage.

View augment details
SilverT450.00%0.73%94
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
50.00%
Pick Rate
0.54%
Games
70

Upon dropping below 35% of your maximum health , you knock back all enemies within a 500 radius by 750 units and slow them by 90% for 1. 5 seconds (25 second cooldown, resets upon death).

View augment details
SilverT450.00%0.54%70
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
49.21%
Pick Rate
0.49%
Games
63

Convert all of your bonus attack speed into ability haste at a rate of 0. 65 ability haste per 1% bonus attack speed . Additionally, your abilities' total cooldowns are reduced by 10%.

View augment details
SilverT449.21%0.49%63
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.57%
Pick Rate
0.54%
Games
70

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
PrismaticT448.57%0.54%70
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
48.19%
Pick Rate
0.64%
Games
83

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

View augment details
SilverT448.19%0.64%83
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
47.37%
Pick Rate
0.59%
Games
76

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

View augment details
SilverT447.37%0.59%76
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
46.34%
Pick Rate
0.63%
Games
82

Immobilizing or grounding an enemy champion inflicts them with a Burn for 5 seconds, dealing magic damage equal to [ 0. 8 % of the target's maximum health per second] (5 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application.

View augment details
SilverT446.34%0.63%82
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
45.92%
Pick Rate
0.76%
Games
98

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT445.92%0.76%98
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
45.68%
Pick Rate
0.63%
Games
81

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
SilverT445.68%0.63%81
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
44.32%
Pick Rate
0.68%
Games
88

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

View augment details
SilverT444.32%0.68%88
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
43.55%
Pick Rate
0.48%
Games
62

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

View augment details
SilverT443.55%0.48%62
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
42.55%
Pick Rate
0.73%
Games
94

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
GoldT442.55%0.73%94
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
42.31%
Pick Rate
0.40%
Games
52

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
PrismaticT442.31%0.40%52
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
41.94%
Pick Rate
0.48%
Games
62

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
SilverT441.94%0.48%62
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
38.46%
Pick Rate
0.50%
Games
65

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
PrismaticT438.46%0.50%65
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
38.18%
Pick Rate
0.42%
Games
55

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
SilverT438.18%0.42%55
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
37.93%
Pick Rate
0.45%
Games
58

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

View augment details
GoldT437.93%0.45%58
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
30.16%
Pick Rate
0.49%
Games
63

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
SilverT430.16%0.49%63

Nami Skill Combos

Extracted from the skill order guide

Skill Order
RWEQ

Standard priority: R > W > E > Q.

REWQ

Ally damage, empowered attack, or carry-buff augments: use R > W > E > Q, or R > E > W > Q if the carry is clearly reliable.

RWQE

Hard crowd-control, pick, or lockdown augments: consider R > W > Q > E.

RWEQ

In most Mayhem games, Nami wants W max first because it is the spell that keeps her team functional while still letting her trade.

Nami Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Nami counters these champions in ARAM: Mayhem.

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

Illaoi Illaoi Illaoi T3
Tier
T3
Rank
#88
Win Rate
50.31%
Pick Rate
0.47%

Illaoi is a bruiser who wins fights by making enemies stand in the worst possible place. She wants close-range brawls, narrow chokes, and opponents who panic after getting tagged. Her signature pattern is simple: threaten with spirit pressure, force the enemy team to choose between backing off or fighting near her tentacles, then punish anyone who commits too deep. In ARAM: Mayhem, Illaoi is less about slow lane control and more about explosive front-to-back scrapping. Constant grouping gives her more chances to hit multiple targets, but it also means she gets punished fast if she walks in without setup. Play around terrain, let enemies come into your zone, and use Snowball or allied engage to turn a small catch into a full brawl. View champion guide

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

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

Udyr Udyr Udyr T4
Tier
T4
Rank
#138
Win Rate
47.14%
Pick Rate
0.33%

Udyr the Spirit Walker Udyr is a stance-swapping brawler who never stops moving. He doesn't have a dash or a leap on a cooldown timer; his entire kit is about cycling through four animal stances to keep his movement speed high and his damage output constant. In ARAM: Mayhem, he is a relentless bruiser or tank who thrives in the chaos of constant fighting. He runs at people, soaks damage, and disrupts enemy positioning with repeated crowd control. His signature pattern is stance dancing. You do not pick one ability and spam it. You activate a stance, gain its immediate effect, and then switch to the next one to keep the rhythm going. In Mayhem, where ability haste and mana regeneration are plentiful, Udyr cycles through his stances much faster than he does on Summoner's Rift. This means his empowered attacks and crowd control are almost always available. What changes in ARAM: Mayhem is his ability to engage and sustain. On other maps, Udyr struggles to close the gap against a coordinated team that can kite him backward. In the single lane of ARAM, there is nowhere to run. He uses the constant stream of gold and experience to become a stat-check monster earlier in the game. The Mayhem environment, often filled with high-damage mages and squishy carries, gives Udyr clear targets to run down. If he gets ahead, he becomes an unkillable disruptor that forces the enemy team to focus him or die. View champion guide

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

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

Read counter details

Countered By

6

Nami is countered by these champions in ARAM: Mayhem.

Blitzcrank Blitzcrank Blitzcrank T4
Tier
T4
Rank
#148
Win Rate
46.94%
Pick Rate
1.01%

Blitzcrank the Great Steam Golem Blitzcrank is a tanky support built around one devastating spell: Rocket Grab. His entire identity in ARAM: Mayhem revolves around landing that hook to drag enemies out of position and into your team. He creates instant kill pressure whenever his Q is off cooldown, forcing opponents to play scared or get punished. In Mayhem mode, Blitzcrank becomes a relentless fishing machine. Reduced cooldowns and accelerated mana regeneration mean he can spam hooks constantly instead of waiting for the perfect shot. He transitions from a punish-heavy support into a persistent threat who can afford to miss a few grabs while hunting for the one that lands. His engage pattern is simple: hook, knock up, silence, then let your team clean up. View champion guide

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

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

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

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

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

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

LeBlanc LeBlanc LeBlanc T5
Tier
T5
Rank
#171
Win Rate
42.78%
Pick Rate
0.41%

LeBlanc the Deceiver LeBlanc is a high-mobility burst mage designed to confuse and delete targets before vanishing. She plays as an assassin, darting in and out of fights to isolate squishy champions. Her signature pattern involves dashing in with Distortion, unloading a full combo, and snapping back to safety while the target explodes. In ARAM: Mayhem, her cooldowns drop fast enough to make her chain crowd control nearly constant. The chaotic pace means she can look for kills more aggressively, since her escape tool comes back quicker than in standard modes. She thrives when players overextend for Snowballs or overstay after a trade, punishing them with a quick engage and disengage. View champion guide

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

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

Read counter details

Nami Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Lucian Lucian Lucian T4
Tier
T4
Rank
#116
Win Rate
47.86%
Pick Rate
0.97%

Lucian the Purifier Lucian is a mobile marksman designed to weave abilities between auto-attacks. His core identity revolves around his passive, Lightslinger: after casting any ability, his next two basic attacks fire instantly. This rhythm—cast, shoot, shoot, cast—defines his entire playstyle. He excels at short-range burst and kiting, darting in and out of combat rather than standing still to output damage. In ARAM: Mayhem, Lucian transforms from a lane bully into a relentless teamfight skirmisher. The single-lane format forces constant fighting, which suits his cooldown-reliant pattern perfectly. He does not need to farm minions; he exists to duel champions. The Mayhem environment, with its accelerated pace and frequent ability usage, amplifies his mobility. He becomes a difficult target to pin down, constantly resetting his dash to dodge skillshots or chase low-health enemies. His signature pattern is the "dash-and-burst." He uses Relentless Pursuit (his E) to reposition, fires double shots, then looks for the next ability to reset his dash cooldown. In Mayhem, where ability haste and mana regeneration are plentiful, he rarely runs out of resources. This allows him to keep his mobility high, making him a slippery threat that punishes immobile enemies. He functions best as a mid-range carry who thrives in chaos, using the clutter of teamfights to land his ultimate, The Culling, for massive area-of-effect damage. View champion guide

Lucian

Lucian uses Nami's on-hit buff extremely well because he trades in fast bursts. When Nami empowers him before he dashes or steps forward, his short combo becomes much harder to ignore, and the slow helps him keep firing instead of watching the target walk out.

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

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

Yasuo

Nami gives Yasuo two things he loves: a large knock-up from Tidal Wave and a way to survive the first counter-hit after he enters. Her bubble can also create a punish window if the enemy clumps too tightly around a marked target.

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

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

Samira

Samira benefits from Nami's layered setup because she needs a way into the fight and enough protection to stay there. Nami's bubble and wave can create the first opening, while heal, slow, and peel help Samira keep the fight from turning into an instant shutdown.

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

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

Jinx

Jinx gives Nami a high-value backline carry who can convert one catch into a full cleanup. Nami's buff helps Jinx trade, her heal keeps Jinx in lane through poke, and bubble or wave can buy the extra moment Jinx needs to start attacking safely.

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

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

Amumu

Amumu supplies the reliable front-start that Nami often needs. He can force enemies to stand still long enough for Aqua Prison to land, while Nami adds sustain before the engage and a second wave of disruption after Amumu goes in.

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

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

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

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

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

Nami Nami Nami T3
Tier
T3
Rank
#63
Win Rate
50.13%
Pick Rate
0.53%

Nami is a backline enchanter who wins fights by keeping allies moving, healthy, and hard to chase. Her core pattern is simple: buff the teammate who is ready to trade, look for a clean Bubble on enemies already slowed or committed, then use her wave to start a fight or peel one off. In ARAM: Mayhem, Nami is less about sitting safely and more about reacting fast to constant engages, Snowball threats, and augment-powered burst. She shines when your team has divers, marksmen, or poke champions who can use her speed and sustain to take repeated short fights. If she misses crowd control or steps too far forward, she gets punished quickly, so play near your carries, hold spells for real commits, and let enemy aggression walk into your setup. View champion guide

Lucian Lucian Lucian T4
Tier
T4
Rank
#116
Win Rate
47.86%
Pick Rate
0.97%

Lucian the Purifier Lucian is a mobile marksman designed to weave abilities between auto-attacks. His core identity revolves around his passive, Lightslinger: after casting any ability, his next two basic attacks fire instantly. This rhythm—cast, shoot, shoot, cast—defines his entire playstyle. He excels at short-range burst and kiting, darting in and out of combat rather than standing still to output damage. In ARAM: Mayhem, Lucian transforms from a lane bully into a relentless teamfight skirmisher. The single-lane format forces constant fighting, which suits his cooldown-reliant pattern perfectly. He does not need to farm minions; he exists to duel champions. The Mayhem environment, with its accelerated pace and frequent ability usage, amplifies his mobility. He becomes a difficult target to pin down, constantly resetting his dash to dodge skillshots or chase low-health enemies. His signature pattern is the "dash-and-burst." He uses Relentless Pursuit (his E) to reposition, fires double shots, then looks for the next ability to reset his dash cooldown. In Mayhem, where ability haste and mana regeneration are plentiful, he rarely runs out of resources. This allows him to keep his mobility high, making him a slippery threat that punishes immobile enemies. He functions best as a mid-range carry who thrives in chaos, using the clutter of teamfights to land his ultimate, The Culling, for massive area-of-effect damage. View champion guide

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

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

Synergy mechanism: Lucian uses Nami's on-hit buff extremely well because he trades in fast bursts. When Nami empowers him before he dashes or steps forward, his short combo becomes much harder to ignore, and the slow helps him keep firing instead of watching the target walk out. Combo: Buff Lucian as he moves up, let him tag the target first, then place Aqua Prison slightly behind the enemy's retreat path. If the enemy burns mobility, Nami can use Tidal Wave to cover Lucian's continued chase or to stop the counter-engage. Best scenario: This pairing is best into squishy or mid-range teams that must walk into Lucian's threat zone to deal damage. If the enemy carry steps up to clear the wave, Lucian can punish immediately while Nami turns the trade into a pick. Enemy answer: The enemy will usually hold hard crowd control for Lucian's dash, or sit behind tanks so Nami's bubble has no clean angle. Long-range poke also forces Lucian to spend health before he can start the trade. Failure risk and recovery: If Lucian dashes too early, Nami may be forced to spend heal and wave defensively instead of winning the fight. Recover by slowing the pace: buff him only when the enemy frontline has used its engage, and save bubble for peel until Lucian has a safe opening again. 2. Yasuo Synergy mechanism: Nami gives Yasuo two things he loves: a large knock-up from Tidal Wave and a way to survive the first counter-hit after he enters. Her bubble can also create a punish window if the enemy clumps too tightly around a marked target. Combo: Use Tidal Wave through the main lane when the enemy team is grouped or moving through a narrow section. Yasuo can follow the knock-up, then Nami should immediately heal or buff him and hold Aqua Prison for the enemy champion trying to peel him off. Best scenario: This is strongest when your team has another source of pressure forcing the enemy to stand together, such as a tank walking forward or a mage controlling the wave. Nami's wave becomes much more dangerous when the enemy cannot simply split apart and sidestep. Enemy answer: Good enemies will spread out, keep disengage ready, and bait Tidal Wave before committing their real engage. Champions with instant peel can also stop Yasuo after he arrives, turning the combo into a suicide dive. Failure risk and recovery: If Yasuo takes the wave trigger into five enemies with no allied damage close enough, Nami cannot heal through the entire collapse. Recover by using the next Tidal Wave as counter-engage instead of initiation, and make Yasuo fight around your frontline rather than starting from max distance. 3. Samira Synergy mechanism: Samira benefits from Nami's layered setup because she needs a way into the fight and enough protection to stay there. Nami's bubble and wave can create the first opening, while heal, slow, and peel help Samira keep the fight from turning into an instant shutdown. Combo: Let Samira posture behind the frontline, then use Tidal Wave when the enemy commits or clumps. If someone is knocked up or forced to retreat in a straight line, Nami can place bubble on the landing path and empower Samira as she dashes in for the reset-style cleanup. Best scenario: This pairing shines into teams with several short-range champions. If they must walk into Nami's wave and cannot instantly kite backward, Samira gets the messy fight she wants and Nami's spells gain multiple good targets. Enemy answer: The enemy will hold point-and-click control, exhaust-style damage reduction, or displacement until Samira commits. They may also refuse the brawl and poke Nami's team down before Samira has a safe entry. Failure risk and recovery: If Nami starts too early, Samira may not have enough stacks, health, or positioning to follow. Recover by saving wave for the enemy engage, then bubble the first champion who locks onto Samira. A defensive reset is better than forcing a highlight play into prepared crowd control. 4. Jinx Synergy mechanism: Jinx gives Nami a high-value backline carry who can convert one catch into a full cleanup. Nami's buff helps Jinx trade, her heal keeps Jinx in lane through poke, and bubble or wave can buy the extra moment Jinx needs to start attacking safely. Combo: Protect Jinx during the first enemy engage, then turn when the diver overextends. Bubble the closest threat, heal Jinx as she repositions, and use Tidal Wave across the enemy follow-up line so Jinx can hit freely instead of retreating forever. Best scenario: This is best when your team already has a frontline or zone control that lets Jinx stand and fire. Nami alone is not a full wall; she is the second layer that makes diving Jinx painful and messy. Enemy answer: Assassins and hard-engage tanks will try to bypass the frontline and force Nami to choose between saving herself and saving Jinx. Long-range mages can also chip both of them until Jinx cannot step up. Failure risk and recovery: If Jinx is left as the only damage threat, every enemy cooldown will be saved for her. Recover by playing tighter around minion waves and terrain, using Nami's wave only after the enemy commits, and accepting slower fights where Jinx farms safe damage before chasing resets. 5. Amumu Synergy mechanism: Amumu supplies the reliable front-start that Nami often needs. He can force enemies to stand still long enough for Aqua Prison to land, while Nami adds sustain before the engage and a second wave of disruption after Amumu goes in. Combo: Let Amumu threaten first. When he catches someone or forces a clump, Nami should send Tidal Wave through the same path and place bubble where the enemy backline wants to retreat. If Amumu takes heavy return damage, heal him while your carries hit the locked targets. Best scenario: This works best into grouped teams that lack clean disengage. Amumu starts the fight, Nami extends it, and your damage dealers get a clear window where the enemy cannot simply walk at them. Enemy answer: The enemy will poke Amumu before he enters, spread so his engage hits fewer targets, or bait him into diving beyond Nami's range. If he engages without follow-up, Nami's spells arrive late and the fight collapses. Failure risk and recovery: If Amumu misses or is forced out, do not throw Tidal Wave just to pretend the fight is still good. Recover by healing him back up, using bubble to stop the counter-engage, and waiting until your damage dealers are close enough to punish the next catch.

The team functions Nami needs most are reliable initiation, a real sustained-damage partner, and at least one champion who can punish enemies trapped by bubble or wave. She also appreciates waveclear so her team is not permanently shoved in, and anti-dive tools so she can use Tidal Wave aggressively sometimes instead of spending every fight peeling. If the draft gives her only fragile poke champions with no frontline and no committed finisher, Nami can still stall and save people, but her best playmaking windows become much harder to force.

Nami ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityNami acts as a patient enchanter who wins by staying safe, sustaining her team through long poke wars, and waiting for the perfect engage opportunity.She becomes a playmaking support who must land spells, cycle augments, and dictate tempo to enable kills and survive burst damage.Shift from passive healing to active playmaking or get run over.
Skill PrioritizationPlayers often max Ebb and Flow first for the sustain, holding Tidal Wave for big multi-man catches.Aqua Prison reliability is more valuable due to engage threat; use Tidal Wave to create space or stop dives rather than saving it.Prioritize bubble consistency and use R defensively to survive.
Tempo and PacingThe mode has a laning phase where teams poke, sustain, and slowly grind down towers over time.The first fight starts immediately with high tempo; playing the "wait for level 6" game causes you to fall behind.Be active from the first second; do not play passively early.
Death Risk AssessmentDying early can be a disaster because you lose pressure and the enemy stacks, creating a long disadvantage.Short death timers mean a death is a quick reset to buy items and grab augments; playing too safe contributes nothing.Taking a bad trade for a key bubble is sometimes worth it.
Teamfight SpacingNami wants to stay at max range, landing bubbles and heals from safety without entering the fray.Staying at max range wastes bounces and E buffs; you must be close enough to contribute but dynamic enough to react.Adjust spacing dynamically based on enemy threat zones.

Champion Analysis

Role / Current performance

Overview

Nami the Tidecaller functions as a premier crowd control and healing support in ARAM: Mayhem, distinguished by her reliable CC chain and potent team-wide utility. Her primary role centers on protecting allies and controlling key enemy targets during teamfights, making her an exceptionally strong support pick in this game mode. Nami's core advantage lies in her Q, Aquatic Prison, a bubble that knocks up enemies and serves as an excellent engage tool. Successful use requires predicting enemy movement to knock up priority targets, setting up follow-up kills from teammates. Her R, Tidal Wave, sends a massive wave across the battlefield that damages and knocks up enemies in its path, standing as one of ARAM's most powerful teamfight CC abilities. During teamfights, the optimal use of R involves hitting as many enemies as possible to enable devastating area-of-effect follow-up from the team. Her W, Ebb and Flow, provides dual-purpose value by simultaneously healing allies and damaging enemies, making it an excellent sustain tool. The practical approach during fights involves prioritizing healing the lowest-HP ally. Her E, Tidecaller's Blessing, empowers ally auto-attacks with bonus damage and a slow effect, adding another layer of utility to her kit. Nami's strengths include reliable Q crowd control, massive R teamfight range, the dual-purpose nature of W providing both heal and damage, and ally empowerment through E. However, she has notable weaknesses that players must account for: she is fragile, her skillshots require prediction to land consistently, she possesses no mobility, and she is dependent on team coordination to maximize her effectiveness. These weaknesses mean that positioning and awareness are critical, as mistimed or missed abilities can leave her vulnerable. Her lack of mobility makes her susceptible to dives and assassins who can close the gap before she responds. The dependence on team coordination underscores that Nami excels when allies can capitalize on her crowd control setup rather than attempting to operate independently.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Nami wins Mayhem fights by making the first clean catch and denying the enemy's second entry, not by playing as a backline heal bot. Position close enough that bubble, bounce, and ultimate can punish enemies stepping past their frontline, but far enough back that a single Snowball hit does not force Flash or death before casting. Start fights off movement, not hope. Buff teammates already walking forward or holding Snowball pressure, then look for bubble on the enemy's dodge path. Throwing bubble directly at a champion with room to sidestep usually gives them the fight timer for free. Use ultimate to split the lane before committing. In the narrow bridge, a good wave does not need to hit everyone. If it forces enemy carries to back up while your bruiser reaches their frontline, you created a winning engage. Bubble after crowd control whenever possible, letting ally stuns, knockups, slows, or Snowball arrivals make targets predictable. Nami's bubble is much stronger as a follow-up tool than a raw opener into five alert players. Hold bubble when assassins are missing from vision or posturing with Snowball. The most valuable bubble often stops a diver after they arrive, not one thrown at their tank before the fight starts. Cast ultimate through the enemy's entry line so committed divers must keep moving through it or retreat through it. Do not panic-heal the first chip damage if a full engage is coming. Save bounce for when damage actually lands or when it can also tag an enemy. Peel the closest lethal target first. If an assassin is on your marksman, bubbling a low-health enemy mage in the backline is a trap. Walk diagonally, not straight back. Retreating in a straight line makes you easy to Snowball, hook, or hit with linear skills. Use movement speed before the gap closes. If you wait until enemies are on top of you, the speed boost may not save you from follow-up crowd control. Bubble your own feet against melee divers. When a champion must walk into you to deal damage, placing bubble where they are about to stand is more reliable than aiming far ahead. If caught, spend everything to survive the first burst. Nami's value drops to zero when she dies early. Stand offset from your carry, not stacked directly behind them. If you stack, one engage tool can hit both of you. Use minion waves as temporary cover but do not hide inside them forever, as standing in the wave makes you vulnerable to area damage. Respect brush control. If the enemy owns a brush, bubble and wave angles become harder because you cannot read their first step. Buff the champion who can hit now, not automatically your highest-damage ally if they are zoned or out of range. Bubble priority is divers, then immobile carries, then tanks. Use bounce to influence both health bars and positioning. Do not chase a low target past your peel range. Nami should usually not be the first champion to take Snowball into five enemies. Use Snowball to threaten, not just to travel. Landing the mark can make an enemy carry step backward, opening space for your team to push. When key cooldowns are down, pull back immediately. If bubble and ultimate are unavailable, the enemy has a clear punish window. Do not waste all mana and cooldowns clearing minions unless the turret is under threat. When behind, stop looking for miracle raw bubbles. Missed catch attempts give the stronger team permission to walk forward. Hold control for their engage and make them commit into your best spells.

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Playstyle Guide

Playstyle / Team structure

Play guide

Nami wins Mayhem by making trades unfair through proactive positioning and empowered allies rather than playing as a passive backline healer. Stand close enough to empower teammates in range while staying far enough back that enemy divers must spend resources to reach you. The best fights start with a speed boost, a clean bubble on a committed target, and follow-up damage from allies ready to move. During early levels 1-6, position behind your main poke champion or next to your safest ranged damage dealer, not directly behind the turret. Trade in short bursts by empowering allies about to land spells, then using sustain after damage occurs. Save bubble for predictable moments like enemies last-hitting, walking through minions, following their own Snowball, or locked into forward paths. Nami should rarely be the first Snowball in early levels; use it as a tracking tool and follow-up threat rather than a suicide button. Help push when your team has strong poke and the enemy is stuck under turret, but stall when your team is shorter range or waiting for key level spikes. In mid levels 7-11, play one step behind your frontline when they are healthy and one step in front of your immobile carry when the enemy has dive. Look for two-part trades: first enable a teammate's poke or engage threat, then punish the enemy response with bubble or ultimate. Do not stack all control into one target unless your team can actually kill them. Use Snowball to punish isolated carries, interrupt reset attempts, or follow guaranteed engage. Push when enemies have lost key engage tools or have multiple low-health champions, and stall when your main damage is dead or enemy assassins wait in side angles. During late levels 12+, position where you can reach your primary carry while still affecting the frontline with speed or control. If your carry is fed, shadow them and force enemies to dive through you. Late trades focus on health thresholds and cooldown punishment. Save bubble for predictable commitments unless the enemy carry walks into a free angle, as a missed late bubble often means the enemy can start fights without respecting you. Treat enemy Snowballs as warning lights and prepare peel before divers recast. Push after won fights, chunked enemy frontlines, or missed enemy engages, and stall when death timers are dangerous or your carry is waiting to respawn. When ahead, group tightly enough to punish engage but not so tightly that one control spell hits everyone. Walk the wave with your strongest threat, buff the first safe damage window, and hold peel for the enemy's desperation dive. When behind, let enemies step forward to finish turrets or chase low allies, then use ultimate across their path and bubble the first target that cannot turn back. Keep your carry alive through the first burst, as Nami's team often wins the second half of fights if enemies have spent all mobility reaching the backline. In the final minutes, every spell should answer whether you are starting, peeling, chasing, or stalling. If unclear, hold the spell and reposition.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Nami the Tidecaller excels when she converts small enemy mistakes into chains of crowd control, heals, and empowered attacks, but she struggles when caught out of position or when she wastes cooldowns on low-value targets. Her primary strength lies in enabling teammates through well-timed bubbles, healing during active trades, and buffing allies who are already in position to deal damage. She scales with the strongest teammate on the map, making her most effective when she amplifies a fed carry rather than chasing personal damage. Her ultimate serves as both an engage tool and a disengage reset, capable of cutting the map in half during chokes or counter-engaging when enemies dive her backline. Her main weakness is fragility when caught, which becomes catastrophic when ahead since her death timer allows enemies to reset fights and negate gold leads. She also suffers when she spends abilities on retreating teammates or uses bubble and ultimate on the same low-value target. Nami throws advantages when she walks in first, stands in front of the teammate she is protecting, or chases past the point where her carry stops hitting. Her crowd control has high opportunity cost, particularly when behind, as missed bubbles leave the team vulnerable to punish windows. When ahead, Nami should control space rather than force engages, hold bubble for committed enemy movement, and layer her ultimate behind allies or across chokes where enemies must run through it. She should heal during trades to maintain pressure, not after fights end to top off health bars. When behind, she must play for denied fights rather than perfect catches, positioning near carry escape paths and holding bubble for dashes or committed engages. Her ultimate becomes a reset button to slow enemy chases and allow teammates to reposition. She should heal teammates who can still affect the fight rather than dumping resources into doomed players. Risk management centers on tracking the enemy's primary engage threat and playing around that danger first. Nami should never follow losing Snowballs into enemy teams, chase low-health targets while her carry remains threatened, or use every spell to save an unsavable teammate. Defensive augments often provide more value than greedy options since her kit functions only when she survives first contact. Recovery requires surviving the initial engage, keeping the highest-damage teammate alive, punishing enemy overchase, and taking the wave before seeking further fights. Nami wins by making enemy engagements fail through patience and selective ability usage rather than forcing desperate plays.

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Champion Background

Lore / Identity / Text block

Background copy

Nami the Tidecaller is a hybrid control and sustain support who thrives in the chaotic, constant fighting of ARAM: Mayhem. She does not simply heal; she enables engages, disengages, and burst windows through her crowd control and on-hit empowerment. In this mode, where poke and all-ins happen back-to-back, her ability to interrupt dashes and amplify damage makes her more valuable than a pure healer. Her passive, Surging Tides, grants a burst of movement speed to any ally hit by her abilities. This speed boost serves as the primary tool for helping teammates dodge the high-volume poke typical of Mayhem, leading allies into Snowball range or helping them retreat after a failed engage. Because fights are nearly constant, Nami should constantly look to tag allies with abilities even if they are near full health, just to give them the speed to reposition. The passive serves as an engage accelerator, helping allies close the gap for follow-up attacks after she lands crowd control. Aqua Prison, her Q, is her primary hard crowd control and interrupt button. In Mayhem, where mobility spells and Snowballs are flying everywhere, it excels at catching enemies the moment they land from a Snowball or stopping dash-heavy champions mid-flight. The bubble has a brief arm time, requiring Nami to predict movement rather than react to it. Missing Q in a dive situation is fatal, as it leaves her team vulnerable to engage for several seconds. Ebb and Flow, her W, is her bread-and-butter spell. Mayhem's reduced cooldowns and increased mana regeneration allow her to spam this constantly for both sustain and poke damage. The bounce mechanic is key: targeting an ally heals them then bounces to a nearby enemy for damage, while targeting an enemy reverses this pattern. Smart enemies will spread out to deny the triple-hit value, so Nami must constantly check her surroundings for bounce opportunities. Tidecaller's Blessing, her E, empowers an ally's auto-attacks with bonus magic damage and a slow. This spell is an amplifier that should be placed on allies with the highest attack speed or those actively securing kills. The slow helps them stick to targets and makes it easier for Nami to land follow-up crowd control. Tidal Wave, her ultimate, serves as both engage and disengage tool. The wave covers the entire bridge, knocking up and slowing all enemies while granting movement speed to allies it touches. The wave moves relatively slowly, so Nami must catch enemies when they are locked down, cornered, or committed to a fight. Whiffing R entirely can lose lane pressure instantly, as enemies will recognize she has no major peel and force a fight.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Nami looks forgiving because she has healing, peel, and long-range engage, but in ARAM: Mayhem she gets punished fast when her spells are used in the wrong order. Treat every cast as a tempo tool. If you waste Bubble, your team has no clean stop button. If you throw Tidal Wave too late, the fight is already lost. If you stand too close to help, you become the easiest target on the bridge. Throwing Bubble directly at a full-move-speed target with no setup causes the enemy to sidestep it, and your team loses its strongest instant punish threat for the next engage window. Cast Bubble after an enemy is slowed, knocked up, trapped by terrain pressure, committed to an auto attack, or forced to walk through a narrow lane angle. If Bubble misses, back up immediately and play behind your front line until it is available again. Using Aqua Prison only as a long-range fishing spell gives divers and Snowball users a free path onto your carry because your peel tool is gone before the real fight starts. Hold Bubble when the enemy has assassins, bruisers, or hard engage waiting to enter. Casting Ebb and Flow on the wrong first target without thinking about the bounce path wastes healing when nobody can follow up, or deals light poke while an ally is low and about to be finished. Start the spell on the target that creates the useful bounce: ally first when saving someone, enemy first when poking safely and the bounce can still reach your team. Empowering yourself or a random ally by habit before a fight starts causes the buff to expire or get used on weak poke, while your actual damage dealer enters the trade without the extra pressure they needed. Put your empowerment on the ally who is about to hit something. Firing Tidal Wave after your team has already used all damage and crowd control zones people briefly, but nobody can punish the hit, and the enemy re-engages once it passes. Use it as the start of a committed fight, a counter-engage into a diving enemy, or a lane-wide disengage when your team needs space to reset position. Standing beside your carry instead of behind or offset from them means one enemy engage, Snowball follow-up, or area spell can hit both of you, removing your ability to heal or peel at the moment it matters. Stand slightly behind and to the side of your priority ally. Walking forward to auto attack when your core spells are down turns Nami's short trading window into a death window, especially against champions that can dash, hook, or Snowball onto her. Only step up when you have a reason: empowered ally ready to trade, Bubble available for punishment, or the enemy frontline already controlled. Layering Bubble and Tidal Wave on the same already-controlled target without team damage ready over-invests crowd control into one target while the rest of the enemy team keeps moving and wins the follow-up. Stagger your control and let one effect force movement, then use the next spell on the enemy who tries to save, flank, or re-engage. Playing Nami like a pure backline healer in every composition causes your team to lack pressure, enemies walk forward for free, and your healing cannot keep up once multiple opponents commit. Decide your job from the draft. Following every allied engage just because someone went in causes you to walk into enemy area damage and lose the one champion who could have saved the retreat. Check whether your team can actually reach the target.

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FAQ

Nami

FAQ

Is Nami strong in ARAM: Mayhem? She is a top-tier enchanter because the mode's constant fighting keeps her passive active and her sustain relevant. You get frequent opportunities to land bubbles on clustered enemies, and your healing output scales hard with the bonus gold and stats Mayhem provides. The main tradeoff is her fragility: one bad positioning mistake or a hard engage can kill you before you react. What is the best starting augment for Nami? Prioritize augments that boost your healing, ability power, or ability haste to maximize your role as a sustain mage. If you see an augment that adds crowd control duration or size, grab it to make your Q easier to land and more punishing. Avoid pure tank or attack damage augments, as they do nothing for your core game plan of peeling and healing. How should I position in the early game? Stay behind your melee allies and treat your maximum W range as your safety line. You want to poke with W when enemies step up to farm, but you must retreat the moment their engage champions like Leona or Alistar look for a angle. Dying early destroys your pressure, so play cowardly until you have your ultimate and some item components.

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