ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T4 Rank #144

Azir ARAM Mayhem Build & Best Augments

Azir role and playstyle: baseline role is AP mage mid-lane style, with a core identity built around sustained DPS. 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, dash mobility. Hextech augment reliance: High: this champion depends heavily on the right augments to unlock peak damage or survivability. Execution difficulty: High execution: requires precise positioning, target selection, cooldown tracking, and fight timing. 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.

Azir Azir the Emperor of the Sands Mage
TierT4
Rank#144
Win Rate47.58%
Pick Rate0.41%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Nashor's Tooth Nashor's Tooth Nashor's Tooth
Total Price
2,900
Price
500

+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.

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 Rate50.10%
Pick Rate16.07%
#2
Nashor's Tooth Nashor's Tooth Nashor's Tooth
Total Price
2,900
Price
500

+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.

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

+12 Magic Penetration +45 Move Speed

Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.

Win Rate49.43%
Pick Rate9.37%
#3
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.

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

+12 Magic Penetration +45 Move Speed

Nashor's Tooth Nashor's Tooth Nashor's Tooth
Total Price
2,900
Price
500

+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.

Win Rate49.58%
Pick Rate5.48%

Situational itemstop 12

Nashor's Tooth Nashor's Tooth Nashor's Tooth
Total Price
2,900
Price
500

+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.

48.84%
Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

49.24%
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%.

47.97%
Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.

48.75%
Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Total Price
2,600
Price
450

+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.

49.04%
Zhonya's Hourglass Zhonya's Hourglass Zhonya's Hourglass
Total Price
3,250
Price
450

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

48.79%
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.

47.43%
Rabadon's Deathcap Rabadon's Deathcap Rabadon's Deathcap
Total Price
3,500
Price
1,100

+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.

52.63%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

46.77%
Void Staff Void Staff Void Staff
Total Price
3,000
Price
1,050

+95 Ability Power +40% Magic Penetration

48.11%
Blackfire Torch Blackfire Torch Blackfire Torch
Total Price
2,800
Price
700

+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.

48.38%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

49.40%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

47.78%
Recurve Bow Recurve Bow Recurve Bow
Total Price
700
Price
450

+15% Attack Speed Sting Attacks deal 15 bonus physical damage On-Hit.

47.78%
Amplifying Tome Amplifying Tome Amplifying Tome
Total Price
400
Price
400

+20 Ability Power

47.78%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

49.06%
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.

49.06%
Blasting Wand Blasting Wand Blasting Wand
Total Price
850
Price
850

+45 Ability Power

52.06%
Amplifying Tome Amplifying Tome Amplifying Tome
Total Price
400
Price
400

+20 Ability Power

52.06%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

52.06%

Core items

#1
Nashor's Tooth Nashor's Tooth Nashor's Tooth
Total Price
2,900
Price
500

+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.

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

+12 Magic Penetration +45 Move Speed

Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.

Win Rate54.58%
Pick Rate12.21%
#2
Nashor's Tooth Nashor's Tooth Nashor's Tooth
Total Price
2,900
Price
500

+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.

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 Rate54.55%
Pick Rate7.87%
#3
Nashor's Tooth Nashor's Tooth Nashor's Tooth
Total Price
2,900
Price
500

+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.

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

+12 Magic Penetration +45 Move Speed

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

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

Win Rate51.06%
Pick Rate6.31%

Situational itemstop 12

Nashor's Tooth Nashor's Tooth Nashor's Tooth
Total Price
2,900
Price
500

+80 Ability Power +50% Attack Speed +15 Ability Haste Icathian Bite Attacks deal bonus magic damage On-Hit.

53.29%
Dusk and Dawn Dusk and Dawn Dusk and Dawn
Total Price
3,100
Price
300

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

52.09%
Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

55.00%
Rabadon's Deathcap Rabadon's Deathcap Rabadon's Deathcap
Total Price
3,500
Price
1,100

+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.

56.99%
Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.

52.90%
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%.

53.45%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

48.18%
Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Total Price
2,600
Price
450

+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.

50.94%
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.

51.70%
Zhonya's Hourglass Zhonya's Hourglass Zhonya's Hourglass
Total Price
3,250
Price
450

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

54.69%
Void Staff Void Staff Void Staff
Total Price
3,000
Price
1,050

+95 Ability Power +40% Magic Penetration

56.97%
Blackfire Torch Blackfire Torch Blackfire Torch
Total Price
2,800
Price
700

+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.

53.03%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

55.18%
Recurve Bow Recurve Bow Recurve Bow
Total Price
700
Price
450

+15% Attack Speed Sting Attacks deal 15 bonus physical damage On-Hit.

55.18%
Amplifying Tome Amplifying Tome Amplifying Tome
Total Price
400
Price
400

+20 Ability Power

55.18%
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.

58.62%
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.

58.62%
Blasting Wand Blasting Wand Blasting Wand
Total Price
850
Price
850

+45 Ability Power

47.14%
Amplifying Tome Amplifying Tome Amplifying Tome
Total Price
400
Price
400

+20 Ability Power

47.14%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

47.14%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.91%
Pick Rate
5.58%
Games
739

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
PrismaticT152.91%5.58%739
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.50%
Pick Rate
4.68%
Games
619

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
PrismaticT152.50%4.68%619
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
52.44%
Pick Rate
7.13%
Games
944

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

View augment details
GoldT152.44%7.13%944
Minionmancer Minionmancer Minionmancer Gold
Rarity
Gold
Tier
T5
Win Rate
51.44%
Pick Rate
6.02%
Games
797

Your pets deal 40% increased damage as well as gain 40% bonus health and size.

View augment details
GoldT151.44%6.02%797
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
51.18%
Pick Rate
5.43%
Games
719

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
GoldT151.18%5.43%719
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.24%
Pick Rate
7.97%
Games
1,055

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
PrismaticT150.24%7.97%1,055
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.13%
Pick Rate
5.94%
Games
786

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT150.13%5.94%786
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
49.96%
Pick Rate
17.91%
Games
2,370

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
GoldT149.96%17.91%2,370
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
49.85%
Pick Rate
4.94%
Games
654

Gain 15% omnivamp .

View augment details
SilverT149.85%4.94%654
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
49.62%
Pick Rate
12.93%
Games
1,711

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
GoldT149.62%12.93%1,711
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
49.43%
Pick Rate
8.61%
Games
1,139

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
GoldT149.43%8.61%1,139
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
49.09%
Pick Rate
7.51%
Games
994

Grants 18% armor penetration and magic penetration .

View augment details
GoldT149.09%7.51%994
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.85%
Pick Rate
11.14%
Games
1,474

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
PrismaticT148.85%11.14%1,474
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
48.72%
Pick Rate
6.79%
Games
899

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
SilverT148.72%6.79%899
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
48.67%
Pick Rate
15.04%
Games
1,991

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

View augment details
SilverT148.67%15.04%1,991
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
48.15%
Pick Rate
12.88%
Games
1,705

Grants 60% bonus attack speed .

View augment details
SilverT148.15%12.88%1,705
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
48.03%
Pick Rate
8.23%
Games
1,089

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

View augment details
GoldT148.03%8.23%1,089
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
47.80%
Pick Rate
6.01%
Games
795

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
SilverT147.80%6.01%795
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
47.12%
Pick Rate
8.39%
Games
1,110

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
SilverT147.12%8.39%1,110
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
46.67%
Pick Rate
9.86%
Games
1,305

Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application.

View augment details
GoldT146.67%9.86%1,305
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
45.91%
Pick Rate
6.19%
Games
819

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
PrismaticT145.91%6.19%819
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
45.89%
Pick Rate
4.87%
Games
645

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

View augment details
GoldT145.89%4.87%645
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
45.80%
Pick Rate
6.39%
Games
845

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

View augment details
SilverT145.80%6.39%845
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
45.78%
Pick Rate
5.46%
Games
723

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

View augment details
GoldT145.78%5.46%723
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
45.21%
Pick Rate
17.10%
Games
2,263

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

View augment details
GoldT145.21%17.10%2,263
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
44.17%
Pick Rate
11.34%
Games
1,501

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
GoldT144.17%11.34%1,501
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
43.74%
Pick Rate
5.74%
Games
759

Gain ability haste equal to 30% AP .

View augment details
PrismaticT143.74%5.74%759
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
43.13%
Pick Rate
5.94%
Games
786

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

View augment details
PrismaticT143.13%5.94%786
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
42.67%
Pick Rate
4.53%
Games
600

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT142.67%4.53%600
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
41.95%
Pick Rate
4.88%
Games
646

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
PrismaticT141.95%4.88%646
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
40.92%
Pick Rate
8.57%
Games
1,134

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT140.92%8.57%1,134
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
58.27%
Pick Rate
2.01%
Games
266

Gain 2 Stat Anvils .

View augment details
SilverT258.27%2.01%266
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
56.52%
Pick Rate
2.26%
Games
299

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

View augment details
PrismaticT256.52%2.26%299
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
55.63%
Pick Rate
3.29%
Games
435

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

View augment details
SilverT255.63%3.29%435
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
55.23%
Pick Rate
2.82%
Games
373

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
SilverT255.23%2.82%373
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
54.97%
Pick Rate
2.43%
Games
322

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

View augment details
GoldT254.97%2.43%322
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
51.32%
Pick Rate
2.28%
Games
302

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
GoldT251.32%2.28%302
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
49.54%
Pick Rate
1.65%
Games
218

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

View augment details
GoldT249.54%1.65%218
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
49.43%
Pick Rate
3.30%
Games
437

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

View augment details
GoldT249.43%3.30%437
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
49.23%
Pick Rate
2.44%
Games
323

Grants 60 ability haste .

View augment details
GoldT249.23%2.44%323
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
48.96%
Pick Rate
3.63%
Games
480

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

View augment details
GoldT248.96%3.63%480
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
48.44%
Pick Rate
2.42%
Games
320

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
GoldT248.44%2.42%320
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
48.29%
Pick Rate
2.43%
Games
321

Gain 1750 upon acquiring this augment.

View augment details
GoldT248.29%2.43%321
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
48.10%
Pick Rate
3.17%
Games
420

【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
SilverT248.10%3.17%420
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
48.04%
Pick Rate
2.31%
Games
306

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
SilverT248.04%2.31%306
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
47.77%
Pick Rate
1.69%
Games
224

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

View augment details
GoldT247.77%1.69%224
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
46.56%
Pick Rate
1.98%
Games
262

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
SilverT246.56%1.98%262
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
45.93%
Pick Rate
2.88%
Games
381

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
SilverT245.93%2.88%381
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
45.49%
Pick Rate
1.93%
Games
255

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

View augment details
SilverT245.49%1.93%255
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
44.96%
Pick Rate
3.60%
Games
476

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT244.96%3.60%476
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
44.48%
Pick Rate
2.33%
Games
308

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 .

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GoldT244.48%2.33%308
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
44.44%
Pick Rate
2.31%
Games
306

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

View augment details
GoldT244.44%2.31%306
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
44.35%
Pick Rate
1.74%
Games
230

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
GoldT244.35%1.74%230
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
44.24%
Pick Rate
2.49%
Games
330

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

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SilverT244.24%2.49%330
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
43.93%
Pick Rate
1.81%
Games
239

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
GoldT243.93%1.81%239
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.39%
Pick Rate
2.23%
Games
295

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

View augment details
PrismaticT243.39%2.23%295
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
43.36%
Pick Rate
2.79%
Games
369

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

View augment details
GoldT243.36%2.79%369
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
42.55%
Pick Rate
2.49%
Games
329

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

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GoldT242.55%2.49%329
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
40.14%
Pick Rate
3.18%
Games
421

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT240.14%3.18%421
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
39.75%
Pick Rate
1.84%
Games
244

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
GoldT239.75%1.84%244
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
38.53%
Pick Rate
3.29%
Games
436

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT238.53%3.29%436
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
38.46%
Pick Rate
1.77%
Games
234

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
GoldT238.46%1.77%234
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
36.24%
Pick Rate
1.65%
Games
218

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
GoldT236.24%1.65%218
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
56.22%
Pick Rate
1.40%
Games
185

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
SilverT356.22%1.40%185
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.50%
Pick Rate
1.51%
Games
200

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

View augment details
PrismaticT352.50%1.51%200
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.94%
Pick Rate
1.20%
Games
159

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
PrismaticT350.94%1.20%159
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
50.53%
Pick Rate
0.72%
Games
95

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

View augment details
GoldT350.53%0.72%95
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
49.48%
Pick Rate
0.73%
Games
97

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
SilverT349.48%0.73%97
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
49.22%
Pick Rate
0.97%
Games
128

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

View augment details
SilverT349.22%0.97%128
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
49.02%
Pick Rate
0.77%
Games
102

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
GoldT349.02%0.77%102
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
47.15%
Pick Rate
0.93%
Games
123

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
GoldT347.15%0.93%123
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
46.85%
Pick Rate
1.08%
Games
143

Grants bonus health equal to 50% maximum mana .

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SilverT346.85%1.08%143
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
45.78%
Pick Rate
0.63%
Games
83

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

View augment details
GoldT345.78%0.63%83
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.65%
Pick Rate
0.70%
Games
92

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

View augment details
PrismaticT345.65%0.70%92
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
45.57%
Pick Rate
1.19%
Games
158

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

View augment details
GoldT345.57%1.19%158
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
45.05%
Pick Rate
0.84%
Games
111

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
GoldT345.05%0.84%111
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
44.79%
Pick Rate
0.73%
Games
96

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT344.79%0.73%96
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
44.66%
Pick Rate
0.78%
Games
103

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

View augment details
PrismaticT344.66%0.78%103
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
44.58%
Pick Rate
0.63%
Games
83

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

View augment details
SilverT344.58%0.63%83
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
44.58%
Pick Rate
0.63%
Games
83

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

View augment details
GoldT344.58%0.63%83
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.00%
Pick Rate
0.94%
Games
125

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
PrismaticT344.00%0.94%125
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.92%
Pick Rate
1.12%
Games
148

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
PrismaticT343.92%1.12%148
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
43.92%
Pick Rate
1.12%
Games
148

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
SilverT343.92%1.12%148
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.90%
Pick Rate
0.62%
Games
82

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
PrismaticT343.90%0.62%82
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.56%
Pick Rate
0.76%
Games
101

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
PrismaticT343.56%0.76%101
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
42.86%
Pick Rate
1.32%
Games
175

Grants 50% critical strike chance .

View augment details
GoldT342.86%1.32%175
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
41.89%
Pick Rate
1.12%
Games
148

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

View augment details
SilverT341.89%1.12%148
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
41.76%
Pick Rate
0.69%
Games
91

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

View augment details
PrismaticT341.76%0.69%91
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.46%
Pick Rate
0.93%
Games
123

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
PrismaticT341.46%0.93%123
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
40.93%
Pick Rate
1.46%
Games
193

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
PrismaticT340.93%1.46%193
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
40.60%
Pick Rate
1.00%
Games
133

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
GoldT340.60%1.00%133
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
38.68%
Pick Rate
0.80%
Games
106

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
SilverT338.68%0.80%106
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
38.10%
Pick Rate
0.63%
Games
84

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
GoldT338.10%0.63%84
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
37.50%
Pick Rate
0.66%
Games
88

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
GoldT337.50%0.66%88
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
36.79%
Pick Rate
1.46%
Games
193

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

View augment details
PrismaticT336.79%1.46%193
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
35.37%
Pick Rate
1.11%
Games
147

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

View augment details
GoldT335.37%1.11%147
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
34.88%
Pick Rate
0.65%
Games
86

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

View augment details
GoldT334.88%0.65%86
Critical Rhythm Critical Rhythm Critical Rhythm Gold
Rarity
Gold
Tier
T1
Win Rate
64.29%
Pick Rate
0.42%
Games
56

Your critical strikes grant you 6% bonus attack speed for 6 seconds, stacking up to 10 times for a total of 60% . Additionally, gain 25% critical strike chance .

View augment details
GoldT464.29%0.42%56
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
57.38%
Pick Rate
0.46%
Games
61

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

View augment details
PrismaticT457.38%0.46%61
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
54.05%
Pick Rate
0.56%
Games
74

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
PrismaticT454.05%0.56%74
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.28%
Pick Rate
0.59%
Games
78

Grants 3 random Dragon Souls .

View augment details
PrismaticT451.28%0.59%78
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
51.28%
Pick Rate
0.59%
Games
78

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

View augment details
SilverT451.28%0.59%78
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
50.00%
Pick Rate
0.51%
Games
68

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT450.00%0.51%68
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
49.30%
Pick Rate
0.54%
Games
71

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

View augment details
SilverT449.30%0.54%71
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
49.12%
Pick Rate
0.43%
Games
57

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

View augment details
GoldT449.12%0.43%57
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.84%
Pick Rate
0.60%
Games
79

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
PrismaticT446.84%0.60%79
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
46.38%
Pick Rate
0.52%
Games
69

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
SilverT446.38%0.52%69
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.00%
Pick Rate
0.45%
Games
60

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

View augment details
PrismaticT445.00%0.45%60
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
43.94%
Pick Rate
0.50%
Games
66

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

View augment details
GoldT443.94%0.50%66
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
38.89%
Pick Rate
0.54%
Games
72

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
PrismaticT438.89%0.54%72
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
38.46%
Pick Rate
0.59%
Games
78

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
GoldT438.46%0.59%78
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
24.56%
Pick Rate
0.43%
Games
57

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

View augment details
PrismaticT424.56%0.43%57

Azir Skill Combos

Extracted from the skill order guide

Skill Order
RQWE

R > Q > W > E

RWQE

Attack Speed or On-Hit Augments: If you get an augment that heavily boosts attack speed or adds on-hit effects (such as magic damage per hit or health shred), consider R > W > Q > E.

RQWE

Some players take a second point in W at level 3 for the extra soldier duration and attack speed, but this leaves you vulnerable to all-ins.

Azir Counters

Counters and threats extracted from the matchup guide

Counters

Counters

11

Azir counters these champions in ARAM: Mayhem.

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

Kog'Maw Kog'Maw Kog'Maw T2
Tier
T2
Rank
#72
Win Rate
51.01%
Pick Rate
0.61%

Kog'Maw is a backline damage dealer who wins by staying alive long enough to melt everything in front of him. He is picked as a scaling marksman or poke carry, depending on build and augments, with a simple job: hit safely, punish enemies who walk too far forward, and turn extended fights into a damage check they cannot pass. His signature pattern is spacing around his empowered attacks and long-range artillery. In ARAM: Mayhem, fights start faster and threats reach him more often, so Kog'Maw needs protection, clean positioning, and smart augment choices more than ever. If your team can buy him a few seconds, he becomes a brutal front-to-back carry; if he gets rushed without peel, he can disappear before his damage matters. View champion guide

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

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

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

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

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

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

Fizz Fizz Fizz T1
Tier
T1
Rank
#30
Win Rate
53.38%
Pick Rate
0.71%

Fizz is a slippery melee assassin who looks for one clean opening, dives past the front line, and deletes a fragile target before they can fully answer. His signature pattern is simple: threaten with mobility, dodge the key retaliation, then commit when his shark or follow-up damage can force a panic fight. In ARAM: Mayhem, Fizz plays even more around timing than patience. The map keeps enemies close, so he gets frequent chances to punish low-health carries, but missed engages are punished fast because there is less room to reset. Pick him when your team can start fights or distract the enemy front line; play carefully when the enemy has layered crowd control, shields, or instant peel waiting for your dive. View champion guide

Vi Vi Vi T3
Tier
T3
Rank
#98
Win Rate
49.02%
Pick Rate
0.36%

Vi is a straightforward bruiser-diver who starts fights by punching a path into the enemy backline. Her identity is simple: charge in, lock onto a priority target, and force the enemy team to answer you. She is best for players who want clear engage tools, strong follow-up, and a champion that rewards decisive timing more than fancy spacing. Her signature pattern is to look for a clean angle, commit onto a carry or exposed squishy, and let her team collapse while the target is pinned down. In ARAM: Mayhem, fights break open faster and augments can make engages much more explosive, so Vi has to pick her moments carefully. Go too early and you get burned down in the middle of the enemy team; wait for a target to step forward, a key defensive tool to be used, or your own team to be close enough, and Vi turns one good punch into a full fight win. View champion guide

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

Syndra Syndra Syndra T2
Tier
T2
Rank
#47
Win Rate
51.39%
Pick Rate
0.54%

Syndra is a burst-focused control mage who wins fights by setting up Dark Spheres, threatening stuns, and deleting priority targets once they step too far forward. She plays best from mid-to-long range: poke first, punish clumped enemies with scatter angles, then finish a vulnerable carry with her ultimate when their defensive tools are down. In ARAM: Mayhem, the constant 5v5 pressure gives Syndra more chances to hit multiple enemies, but it also gives divers and long-range poke more chances to punish her. Positioning matters more than greed. Hold your stun when assassins or bruisers can reach you, and use your burst on targets your team can actually follow up on. Pick Syndra when your team needs reliable magic damage, wave control, and a strong punish tool against enemies who walk into narrow lane space. She is entry-friendly if you focus on one rule: make the enemy respect your spheres before you spend your big cooldowns. View champion guide

Diana Diana Diana T3
Tier
T3
Rank
#92
Win Rate
49.64%
Pick Rate
0.38%

Diana is an AP dive assassin-bruiser who wants to mark a target, dash in, and turn the fight with a close-range burst combo. She is best when she can enter after enemies have spent key crowd control, then pull multiple champions together and finish with her team’s damage. In ARAM: Mayhem, Diana’s job becomes more explosive but also riskier. The constant fighting gives her more chances to find multi-target engages, while augments can push her toward harder burst, stronger follow-up, or more durable brawling. She still has the same core rule: do not be the first champion to disappear into five enemies unless your team can instantly follow. Pick Diana when your team needs a decisive AP engager who can punish grouped enemies. Play around flanks, Snowball angles, and cooldown tracking. If the enemy keeps disengage or hard CC ready, wait it out, poke with your setup, then commit when their punish window is gone. View champion guide

Read counter details

Azir Team Comp Highlights

Partner patterns extracted from the team comp guide

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

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

What Azir Needs Most

Hard Engage: Teammates who can start fights force enemies to burn cooldowns, allowing Azir to walk up and plant soldiers safely.

Azir ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Scaling TimelineAzir suffers through a painful early game as a scaling control mage, waiting to come online for late-game dominance around twenty minutes.Accelerated gold and reduced death timers compress the timeline drastically, so scaling happens within the first eight minutes instead of twenty.You are online immediately; do not wait to scale or you lose your tower early.
Role and TempoPlays as a patient zone controller who hangs back, farms with soldiers, and looks for occasional Shurima Shuffles when enemies overextend.Shifts from late-game carry to immediate lane bully with high burst potential. You must contest wave control instantly or get run over.Passive play gets you killed; fight for wave control from level one.
Skill PriorityMax Conquering Sands first for poke and soldier repositioning, taking points in Arise second for attack speed and sustained damage.Often prioritize W earlier or max it first depending on augments. Attack speed augments turn W max into a machine-gun build for shredding targets.Adapt skill order to augments; W max can outperform Q in short fights.
Ultimate UsageShurima Shuffle is a flashy, occasional play used when enemies overextend. Ultimate is hoarded for perfect opportunities.Use Emperor's Divide far more aggressively to isolate targets or peel divers. Holding it too long means you die before casting.Use R liberally for basic peel or isolation rather than saving for perfect shuffles.
Build AdaptationBuilds lean into Liandry's Anguish, Rylai's Crystal Scepter, and Demonic Embrace for burn damage and tankiness in long, grindy fights.Augments redefine your build. Burst options like Luden's Tempest or Nashor's Tooth gain value. You cannot autopilot; augments should dictate your build path.Read your augments and adapt; default burn builds are not always correct.
Spacing and SnowballAzir players often ignore Mark/Dash in favor of Clarity or Ghost, relying on soldier range to keep safe from enemies.Ignoring Snowball is risky due to mobility creep. It becomes a defensive panic button. You cannot trust soldiers to zone enemies with augmented gap-closers.Take Snowball for escape options; do not over-rely on soldier zones for safety.

Champion Analysis

Role / Current performance

Overview

Azir the Emperor of the Sands is a zone control mage whose Hextech Mayhem identity centers on sand soldier summoning and battlefield domination. The mode's dramatically reduced cooldowns allow him to summon soldiers and control zones with unprecedented frequency, making him one of the most zone-dominating mages in the format. His core role combines zone control, soldier damage, and terrain splitting. Azir's gameplay revolves around rapidly deploying multiple sand soldiers to create overlapping fire zones. His W ability, Arise!, is his core skill, summoning sand soldiers for ranged attacks. Frequent use of his Q ability, Conquering Sands, commands these soldiers to move and attack in a target direction, maintaining consistent damage output across the battlefield. His E ability, Shifting Sands, enables him to swap positions with a sand soldier, providing crucial repositioning and dodging options that enhance his survivability in the chaotic Hextech Mayhem environment. His ultimate, Emperor's Divide, serves as his signature teamfight control tool. It summons a massive sand wall that pushes enemies to one side, almost always splitting enemy formations in Hextech Mayhem. This terrain-splitting capability gives Azir decisive influence over teamfight positioning and engagement angles. Azir's passive, Sun Disc, allows him to summon Sun Discs at destroyed tower locations, though this aspect has limited application in Hextech Mayhem since the mode has no towers. His strategic value instead comes from his ability to control space through soldier placement and wall positioning. The combination of rapid soldier deployment, repositioning options, and formation-splitting ultimate makes Azir a powerful pick for players who can manage soldier positioning and timing. His zone control creates dangerous areas that enemies must navigate carefully, while his ultimate can isolate targets or protect allies by reshaping the battlefield.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Azir the Emperor of the Sands thrives in Mayhem ARAM because the constant chaos hides his soldiers, creating natural threat zones that enemies struggle to track. Positioning is fundamental to his success. Never stand on top of your own soldier. Instead, stand to the side, which forces enemies to choose between dodging your damage or dodging your teammate's poke. If they step toward you, auto-attack them. If they back off, shuffle your soldier placement forward and squeeze their space. Keep two soldiers up at all times during the poke phase: one near your front line for harass, and one slightly behind you for an emergency escape or surprise engage. The ultimate is Azir's loudest play, but patience wins more fights than aggression. Do not force a shuffle just because you see a cluster of enemies. Wait for the enemy tank to overextend or for their carry to step up for a trade. The Standard Shuffle involves placing a soldier behind the target, using E to reach it, pressing Q mid-air to extend the dash distance, and pressing R at the end to knock them into your team. The Peel Shuffle protects against assassins by placing a soldier on yourself, dashing backward through them, and ulting them away. The Flash Play saves Flash for when already dashing with E, then flashing during the dash to cover extended distance before ulting. Commit only when your team has cooldowns ready to follow up, as a successful shuffle often results in a team wipe rather than a single kill. Azir excels at protecting teammates during enemy hard engage. Place a soldier directly on your vulnerable carry to force aggressors to path around, buying precious seconds. If they commit, use your ultimate to create a wall between your team and enemy follow-up. The E shield is your lifeline against burst. If you see a projectile or dash heading your way, E to a soldier even without needing the reposition, as the shield absorbs significant Mayhem-level damage. Never use E offensively without a plan to return to safety unless diving for a game-ending play. Mark/Dash (Snowball) is dangerous on Azir because it forces melee range. Treat it as a setup tool rather than a damage gap-closer. The best use is marking a front-liner, dashing to them, and immediately ulting them back into your tower or team. Only attempt this with Flash available or when enemies have expended key crowd control. A safer use is scouting bushes or over walls to check for ambushes. As a sustained damage carry rather than a burst assassin, your job is hitting whatever is closest and safest. Do not dive past the enemy tank to reach their backline unless cleaning up a won fight. Switch targets based on threat, not health bars. If an enemy diver attacks your healer, turn your soldiers onto that diver immediately. When behind, shift from siege master to gatekeeper. Stop trying to shuffle for kills, hold your ultimate for defense, and place soldiers at choke points to force enemies through a gauntlet of damage. One good ultimate against an overconfident enemy team can swing the game.

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Playstyle Guide

Playstyle / Team structure

Play guide

Azir the Emperor of the Sands navigates Mayhem fights through careful zone control, patient positioning, and strategic use of soldiers to create space and deal damage safely. In the early game, Azir must establish a safety zone with two or three soldiers immediately and avoid walking up to the wave alone. The damage output in Mayhem is too high for Azir to trade autos with most ranged champions early. Soldiers should last-hit minions while harassing enemies who step into their attack radius. If opponents respect the zone, Azir should push the wave to create a neutral center fight with more room to maneuver. Positioning behind melee minions with a soldier between Azir and the enemy frontline is critical. If an assassin or diver uses Snowball, Azir should place a soldier near his feet and auto-attack to slow the engage, saving the third soldier until key enemy cooldowns are used. Snowball should be reserved for dodging or repositioning, not engaging. If a heavy engage champion commits, Azir can Snowball sideways to their backline to force them to turn around, then shuffle them back toward his tower if possible. During the mid game, Azir begins to control the lane with enough mana and cooldown reduction to keep two soldiers active permanently. The trading rhythm involves poking in bursts, placing a soldier, auto-attacking twice, then pulling it back without overextending for a third hit. One crowd control effect in Mayhem often leads to death, so caution is essential. Azir can now use Snowball to set up the Emperor's Divide combo by Snowballing to a target, placing a soldier behind them, and using R to knock them into his team, though this is high-risk and should only be attempted if the enemy lacks flash or major peel cooldowns. Pushing is the priority, as Azir excels at sieging and can poke over towers while zoning enemies off their structures. In the late game, Azir's damage becomes significant but survivability is the main concern. One mistake can end the game. Azir should play like an ADC with longer range, staying at maximum distance and using soldiers to output damage. Flashy shuffles should be avoided unless they guarantee a win, as consistent damage is better than risky outplays. Positioning near support or peel is essential, and Azir should never face-check brushes, instead using a soldier to check them. Snowball becomes strictly defensive, used only to escape divers. Focus should remain on the nearest threat, shredding the frontline rather than bypassing tanks to reach enemy carries unless a clear shuffle angle exists. When ahead, Azir should siege nexus towers and zone enemies from their nexus without diving the fountain. When behind, the strategy shifts to waiting for opponents to make a mistake and looking for a clutch shuffle to knock multiple enemies into Azir's team or a wall, as one good ultimate can turn a losing game into a win.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Azir the Emperor of the Sands operates as a control mage who transforms into a siege engine when ahead, but becomes a defensive anchor when behind. Understanding when to shift between these roles determines success in Mayhem, where inflated damage numbers and long death timers punish positioning mistakes severely. When playing from ahead, Azir's primary trigger condition is a completed core item spike combined with a tower advantage. At this point, the focus shifts from seeking solo kills to forcing fights on your terms. The main action involves establishing a no-go zone in front of enemy inhibitor towers using soldiers to zone the enemy wave before it reaches the turret. If the enemy team lacks hard engage, they must walk into soldier auto-attack range to clear waves, gradually chunking them down. Overextending to place soldiers behind the enemy tower line without Flash or Emperor's Divide available is the fastest way to throw a lead in Mayhem. Objective control becomes paramount when ahead. After securing a kill or forcing a recall, immediately shove the wave and chip the tower. Azir excels at taking structures safely due to soldier range, forcing enemies to defend under tower with depleted health bars or lose the objective for free. Avoid chasing kills into the enemy base brush, as respawn timers allow enemies to respawn and flank while you are deep in their base. If enemies retreat, take the tower, reset, and buy rather than greeding for the inhibitor with cooldowns down. When playing from behind, Azir feels clunky and vulnerable. The trigger condition is straightforward: lost outer turrets, down kills, or inability to step past the river without getting one-shot. Accept that you are not the carry and shift to disengage and waveclear. The most critical action is preserving Emperor's Divide for disengage rather than starting fights. Use the ultimate to push enemies away or pin them against walls to save teammates. Forcing a Shurima Shuffle play when behind carries too high a risk, as dying costs your team their only waveclear and can end the game. Use soldiers strictly for clearing minions when behind. Wasting soldiers trying to poke tanky frontline enemies allows waves to crash into your tower, forcing last-hitting under tower while the enemy sieges. Clear the wave first, then look for poke to keep towers alive longer, buying time for late-game augments to scale or for enemies to make mistakes. Watch for enemy overconfidence as the primary reversal window. When ahead, enemy teams often group tightly in a single lane or dive too deep. A well-timed Emperor's Divide can pin four enemies against a wall or separate carries from tanks, potentially reversing the game state. However, do not force this play. Wait for enemies to walk into you. Avoid fighting in the open river when behind, preferring fights near your towers for protection. Never face-check brushes, as getting caught when behind ends the game. Stay back, clear waves, and wait for the enemy to throw.

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Champion Background

Lore / Identity / Text block

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Azir the Emperor of the Sands is a control mage whose entire identity revolves around Sand Soldiers, which serve as his primary damage source. Unlike traditional auto-attackers, Azir does not right-click enemies directly; instead, he issues attack commands and his soldiers strike from a distance. This fundamental mechanic defines his playstyle in ARAM: Mayhem, where managing soldier count and positioning is the single most important aspect of his kit. If Azir has no soldiers deployed, he effectively has no damage output. His passive provides attack speed scaling based on cooldown reduction, which rewards building ability haste, while the Sun Disc turret resurrection mechanic is largely impractical in Mayhem due to the fast-paced nature of matches. Conquering Sands serves as the delivery system for damage, repositioning all active soldiers to a target location while dealing magic damage to enemies in their travel path. This ability allows Azir to constantly adjust his danger zone while dodging skill shots, but it requires at least one soldier on the field to function. Arise summons the Sand Soldiers that form the foundation of Azir's kit. In Mayhem, the accelerated recharge rate allows for near-constant soldier uptime, but running out of charges leaves Azir vulnerable to all-in engages. Spreading soldiers across multiple positions maximizes zone control, while clumping them focuses burst damage on single targets. Shifting Sands provides mobility by dashing to a soldier, knocking up enemies passed through and granting a shield. This ability serves as both escape and engage tool, but requires a soldier target and careful timing to avoid stranding Azir in enemy territory without an exit strategy. Emperor's Divide creates a wall of soldiers that pushes enemies back and blocks dashes, functioning as both disengage and setup tool. The wall can split enemy teams, isolate high-value targets, or rescue endangered teammates. However, misusing this ability can accidentally save enemies by pushing them away from allied damage, a mistake that wastes the cooldown and potentially costs kills. The core strategic tension in Azir's kit is resource management: soldiers must be spawned before Q or E can be used, and burning charges without landing attacks creates windows where enemies can punish. His combo logic revolves around placing soldiers with W, repositioning them with Q to sweep through enemies, and using E for mobility or the Shurima Shuffle to catch opponents off guard. Predictable soldier movements allow enemies to sidestep damage, so Azir must wait for opponents to commit to a direction before repositioning. The punishment for wasting abilities is severe, as poor soldier placement or ill-timed dashes can leave Azir defenseless against divers and assassins.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Azir has one of the highest skill floors in Mayhem ARAM, and the mode's accelerated pace exposes bad habits that would go unpunished in slower games. Most Azir losses stem from either whiffing the ultimate or positioning like a standard mage when Azir is actually a zone-control carry. Mechanical mistakes often begin with soldier management. Casting Arise! on cooldown without a soldier already deployed leaves Azir auto-attacking air while enemies engage. Always keep one soldier on the field or in reserve, and only spawn a second when ready to trade or zone. If all charges are wasted, play back and use the passive movement speed buff to kite away until a charge regenerates. Another common error is spamming basic attacks on targets outside soldier attack radius, which causes Azir to physically walk forward into enemy skillshots. Check the soldier attack circle and reposition with Conquering Sands if the enemy is outside it. The Shurima Shuffle presents several pitfalls. Using it when enemies are already on top of Azir results in knocking up one person but sliding directly into the rest of their team. Use the Shuffle to start fights from distance or peel bruisers off the backline. If someone is already in melee range, use Emperor's Divide point-blank to push them away. Dashing to a soldier placed too far away during a chase creates a long dash duration, making Azir vulnerable to displacement abilities. Place soldiers closer for short, safe dashes unless key enemy knockbacks are on cooldown. Casting Emperor's Divide while chasing a single low-HP target running away often spawns the wall behind them uselessly or blocks teammates from securing the kill. Save the ultimate for teamfights or to trap enemies against terrain. Decision mistakes include standing still in the backline like a stationary turret, which makes Azir an easy target for global ultimates, hooks, and dives in a mode with excessive poke and engage. Constantly move between soldier attacks using the passive attack speed bonus to stutter-step. Using Conquering Sands purely for damage when enemies are not threatening to engage pushes the wave, letting the enemy team sit safely under tower. Prioritizing enemy tanks or bruisers with soldier attacks because they are closest wastes DPS on high-resistance targets while their carries freely damage Azir's team. Reposition soldiers past the frontline to attack the backline. Engaging with a Shuffle the moment five enemies are grouped can knock their team into Azir's team, causing the backline to get collapsed on instantly. Only Shuffle if the team has cooldowns ready to follow up. Building pure damage without defensive utility against multiple divers or assassins results in dying before outputting DPS. Zhonya's Hourglass is mandatory in most games. Ignoring the passive tower damage bonus when sieging relies solely on soldiers, which is slower and risks tower aggro. Azir is about patience. Place soldiers with purpose and save the ultimate for moments that actually matter.

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FAQ

Azir

FAQ

Is Azir strong in ARAM: Mayhem? He is a late-game monster but suffers from a slow ramp-up time. You spend the early minutes poking and farming, waiting for your attack speed and cooldowns to come online. Once you have two or three items, your sustained damage melts anyone who cannot instantly burst you down. What is the most important mechanic to learn? Learning to position your soldiers for maximum cone damage is essential. You want to place soldiers on opposite sides of the minion wave or enemy team to zone multiple angles at once. Never leave your soldiers clustered, or the enemy will simply sidestep all your damage. How do I use the Shurima Shuffle effectively? Cast your E to dash to a soldier, then immediately cast Q to reposition that soldier behind your target. This extends your knockup range and sets up your ultimate to push enemies back into your team. Only attempt this when you have flash or a clear escape path, because diving deep leaves you vulnerable.

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