ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T1 Rank #13

Galio ARAM Mayhem Build & Best Augments

Galio role and playstyle: baseline role is fighter, with a core identity built around teamfight utility and damage output. The kit should be evaluated around its main cooldowns and teamfight pattern. Hextech augment reliance: Low: the champion can contribute even without perfect augment rolls. 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.

Galio Galio the Colossus Fighter / Mage
TierT1
Rank#13
Win Rate53.55%
Pick Rate0.67%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Riftmaker Riftmaker Riftmaker
Total Price
3,100
Price
950

+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.

Win Rate59.28%
Pick Rate7.66%
#2
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

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

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

Riftmaker Riftmaker Riftmaker
Total Price
3,100
Price
950

+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.

Win Rate50.11%
Pick Rate5.11%
#3
Hollow Radiance Hollow Radiance Hollow Radiance
Total Price
2,800
Price
650

+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Riftmaker Riftmaker Riftmaker
Total Price
3,100
Price
950

+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.

Win Rate54.74%
Pick Rate4.68%

Situational itemstop 12

Riftmaker Riftmaker Riftmaker
Total Price
3,100
Price
950

+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.

54.58%
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

52.21%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

54.90%
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%.

51.95%
Hollow Radiance Hollow Radiance Hollow Radiance
Total Price
2,800
Price
650

+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.

53.73%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

48.85%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

52.51%
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.

48.60%
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

49.70%
Hextech Rocketbelt Hextech Rocketbelt Hextech Rocketbelt
Total Price
2,650
Price
300

+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.

59.50%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Total Price
3,200
Price
650

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

44.74%
Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

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

59.29%

Starting items

Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Total Price
1,300
Price
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

52.23%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

54.41%
Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Total Price
1,300
Price
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

54.41%
Haunting Guise Haunting Guise Haunting Guise
Total Price
1,300
Price
500

+30 Ability Power +200 Health Madness For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

45.44%

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Hollow Radiance Hollow Radiance Hollow Radiance
Total Price
2,800
Price
650

+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.

Win Rate55.14%
Pick Rate10.84%
#2
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Winter's Approach Winter's Approach Winter's Approach
Total Price
2,400
Price
300

+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.

Win Rate54.89%
Pick Rate8.91%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate51.54%
Pick Rate5.65%

Situational itemstop 12

Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

53.39%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

54.91%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

51.36%
Hollow Radiance Hollow Radiance Hollow Radiance
Total Price
2,800
Price
650

+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.

55.45%
Winter's Approach Winter's Approach Winter's Approach
Total Price
2,400
Price
300

+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.

54.97%
Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

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

53.68%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

52.18%
Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

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

52.89%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Total Price
3,200
Price
650

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

53.51%
Kaenic Rookern Kaenic Rookern Kaenic Rookern
Total Price
2,900
Price
800

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

58.36%
Randuin's Omen Randuin's Omen Randuin's Omen
Total Price
2,700
Price
800

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

50.99%
Frozen Heart Frozen Heart Frozen Heart
Total Price
2,500
Price
600

+75 Armor +400 Mana +20 Ability Haste Winter's Caress Reduce the Attack Speed of nearby champions by 20%.

50.32%

Starting items

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

+350 Health

55.38%
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.

55.38%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

53.72%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

53.72%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

53.15%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

53.15%
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.

53.15%

Core items

#1
Hollow Radiance Hollow Radiance Hollow Radiance
Total Price
2,800
Price
650

+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Riftmaker Riftmaker Riftmaker
Total Price
3,100
Price
950

+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.

Win Rate55.67%
Pick Rate4.02%
#2
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

Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.

Win Rate51.65%
Pick Rate2.66%
#3
Hollow Radiance Hollow Radiance Hollow Radiance
Total Price
2,800
Price
650

+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.

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

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

Riftmaker Riftmaker Riftmaker
Total Price
3,100
Price
950

+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.

Win Rate51.95%
Pick Rate1.83%

Situational itemstop 12

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%.

53.44%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

55.44%
Riftmaker Riftmaker Riftmaker
Total Price
3,100
Price
950

+70 Ability Power +350 Health +15 Ability Haste Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage, up to 8%. At maximum strength, gain Omnivamp. Void Infusion: Gain 2% of your bonus Health as Ability Power.

53.93%
Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

51.01%
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.

47.75%
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.

53.53%
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.

48.47%
Hextech Rocketbelt Hextech Rocketbelt Hextech Rocketbelt
Total Price
2,650
Price
300

+70 Ability Power +300 Health +20 Ability Haste Supersonic Dash in target direction, unleashing missiles that deal magic damage.

48.87%
Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.

52.96%
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%.

54.01%
Hollow Radiance Hollow Radiance Hollow Radiance
Total Price
2,800
Price
650

+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.

54.03%
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

53.42%

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%
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.

55.60%
Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Total Price
1,300
Price
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

53.17%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Quest: Icathia's Fall Quest: Icathia's Fall Quest: Icathia's Fall Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
59.27%
Pick Rate
6.09%
Games
1,208

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

View augment details
PrismaticT159.27%6.09%1,208
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
57.94%
Pick Rate
5.58%
Games
1,108

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
GoldT157.94%5.58%1,108
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
57.64%
Pick Rate
6.99%
Games
1,388

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

View augment details
SilverT157.64%6.99%1,388
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
57.44%
Pick Rate
6.70%
Games
1,330

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

View augment details
GoldT157.44%6.70%1,330
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
56.66%
Pick Rate
7.27%
Games
1,442

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
PrismaticT156.66%7.27%1,442
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
56.63%
Pick Rate
7.11%
Games
1,411

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

View augment details
PrismaticT156.63%7.11%1,411
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
56.29%
Pick Rate
15.85%
Games
3,146

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
SilverT156.29%15.85%3,146
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
56.00%
Pick Rate
20.42%
Games
4,052

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

View augment details
GoldT156.00%20.42%4,052
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
55.99%
Pick Rate
8.83%
Games
1,752

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
GoldT155.99%8.83%1,752
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
55.93%
Pick Rate
7.31%
Games
1,450

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
SilverT155.93%7.31%1,450
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
55.04%
Pick Rate
19.29%
Games
3,828

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
GoldT155.04%19.29%3,828
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
54.99%
Pick Rate
13.69%
Games
2,717

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
GoldT154.99%13.69%2,717
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
54.60%
Pick Rate
4.49%
Games
892

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
SilverT154.60%4.49%892
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
54.30%
Pick Rate
10.90%
Games
2,164

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

View augment details
GoldT154.30%10.90%2,164
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
53.92%
Pick Rate
8.10%
Games
1,608

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
GoldT153.92%8.10%1,608
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
53.33%
Pick Rate
4.85%
Games
962

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
SilverT153.33%4.85%962
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.08%
Pick Rate
8.60%
Games
1,707

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

View augment details
PrismaticT153.08%8.60%1,707
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
52.84%
Pick Rate
12.17%
Games
2,415

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

View augment details
GoldT152.84%12.17%2,415
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
52.49%
Pick Rate
5.47%
Games
1,086

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

View augment details
SilverT152.49%5.47%1,086
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
52.14%
Pick Rate
5.42%
Games
1,076

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
SilverT152.14%5.42%1,076
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
52.13%
Pick Rate
7.70%
Games
1,529

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT152.13%7.70%1,529
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.07%
Pick Rate
5.24%
Games
1,041

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
PrismaticT152.07%5.24%1,041
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.88%
Pick Rate
7.12%
Games
1,413

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

View augment details
PrismaticT151.88%7.12%1,413
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
50.90%
Pick Rate
5.04%
Games
1,000

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

View augment details
GoldT150.90%5.04%1,000
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
61.96%
Pick Rate
1.85%
Games
368

Gain 2 Stat Anvils .

View augment details
SilverT261.96%1.85%368
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
59.54%
Pick Rate
3.49%
Games
692

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

View augment details
GoldT259.54%3.49%692
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
59.05%
Pick Rate
2.45%
Games
486

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

View augment details
PrismaticT259.05%2.45%486
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
58.84%
Pick Rate
2.42%
Games
481

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

View augment details
PrismaticT258.84%2.42%481
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
58.64%
Pick Rate
1.92%
Games
382

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
GoldT258.64%1.92%382
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
57.82%
Pick Rate
3.00%
Games
595

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
PrismaticT257.82%3.00%595
Upgrade Thornmail Upgrade Thornmail Upgrade Thornmail Silver
Rarity
Silver
Tier
T3
Win Rate
57.66%
Pick Rate
3.88%
Games
770

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

View augment details
SilverT257.66%3.88%770
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
57.23%
Pick Rate
3.38%
Games
671

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

View augment details
SilverT257.23%3.38%671
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
56.96%
Pick Rate
1.95%
Games
388

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

View augment details
GoldT256.96%1.95%388
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
56.77%
Pick Rate
2.90%
Games
576

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
GoldT256.77%2.90%576
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
56.67%
Pick Rate
2.57%
Games
510

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
GoldT256.67%2.57%510
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
56.35%
Pick Rate
3.53%
Games
701

Grants bonus health equal to 50% maximum mana .

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SilverT256.35%3.53%701
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
56.29%
Pick Rate
2.28%
Games
453

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
PrismaticT256.29%2.28%453
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
55.45%
Pick Rate
2.59%
Games
514

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

View augment details
SilverT255.45%2.59%514
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
54.85%
Pick Rate
3.79%
Games
753

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
GoldT254.85%3.79%753
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
54.68%
Pick Rate
2.10%
Games
417

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
SilverT254.68%2.10%417
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
53.73%
Pick Rate
2.43%
Games
482

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
GoldT253.73%2.43%482
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.59%
Pick Rate
2.25%
Games
446

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
PrismaticT253.59%2.25%446
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
53.28%
Pick Rate
2.53%
Games
503

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

View augment details
GoldT253.28%2.53%503
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
53.14%
Pick Rate
3.37%
Games
668

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
SilverT253.14%3.37%668
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
52.89%
Pick Rate
1.91%
Games
380

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
GoldT252.89%1.91%380
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
52.68%
Pick Rate
2.35%
Games
467

Grants 60 ability haste .

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GoldT252.68%2.35%467
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
52.64%
Pick Rate
2.10%
Games
416

Gain 1750 upon acquiring this augment.

View augment details
GoldT252.64%2.10%416
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
52.63%
Pick Rate
2.97%
Games
589

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
GoldT252.63%2.97%589
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
52.20%
Pick Rate
2.52%
Games
500

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
SilverT252.20%2.52%500
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.10%
Pick Rate
2.28%
Games
453

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

View augment details
PrismaticT252.10%2.28%453
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
52.09%
Pick Rate
3.02%
Games
599

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
GoldT252.09%3.02%599
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
51.92%
Pick Rate
1.97%
Games
391

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
GoldT251.92%1.97%391
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
51.82%
Pick Rate
1.93%
Games
384

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
SilverT251.82%1.93%384
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
51.81%
Pick Rate
1.81%
Games
359

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT251.81%1.81%359
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
51.71%
Pick Rate
2.36%
Games
468

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

View augment details
SilverT251.71%2.36%468
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
51.66%
Pick Rate
1.82%
Games
362

Grants 18% armor penetration and magic penetration .

View augment details
GoldT251.66%1.82%362
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
51.61%
Pick Rate
2.51%
Games
498

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
GoldT251.61%2.51%498
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
51.24%
Pick Rate
3.44%
Games
683

Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
GoldT251.24%3.44%683
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
51.15%
Pick Rate
3.06%
Games
608

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
GoldT251.15%3.06%608
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
50.64%
Pick Rate
1.96%
Games
389

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
SilverT250.64%1.96%389
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
50.60%
Pick Rate
3.38%
Games
670

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
GoldT250.60%3.38%670
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
50.53%
Pick Rate
2.39%
Games
475

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
SilverT250.53%2.39%475
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
49.34%
Pick Rate
3.06%
Games
608

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
GoldT249.34%3.06%608
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.20%
Pick Rate
1.89%
Games
376

Gain ability haste equal to 30% AP .

View augment details
PrismaticT249.20%1.89%376
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.14%
Pick Rate
1.76%
Games
349

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
PrismaticT248.14%1.76%349
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
47.73%
Pick Rate
2.33%
Games
463

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

View augment details
GoldT247.73%2.33%463
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
47.33%
Pick Rate
2.17%
Games
431

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
GoldT247.33%2.17%431
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
56.88%
Pick Rate
1.10%
Games
218

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
SilverT356.88%1.10%218
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
56.57%
Pick Rate
0.88%
Games
175

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT356.57%0.88%175
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
56.44%
Pick Rate
1.13%
Games
225

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
PrismaticT356.44%1.13%225
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
55.99%
Pick Rate
1.68%
Games
334

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

View augment details
GoldT355.99%1.68%334
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
55.69%
Pick Rate
0.84%
Games
167

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

View augment details
SilverT355.69%0.84%167
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.63%
Pick Rate
1.52%
Games
302

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

View augment details
PrismaticT355.63%1.52%302
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
55.45%
Pick Rate
1.06%
Games
211

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

View augment details
PrismaticT355.45%1.06%211
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
54.80%
Pick Rate
0.89%
Games
177

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

View augment details
GoldT354.80%0.89%177
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
54.43%
Pick Rate
1.65%
Games
327

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
SilverT354.43%1.65%327
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
53.88%
Pick Rate
1.10%
Games
219

Gain the Arcane Comet and Summon Aery keystone runes.

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GoldT353.88%1.10%219
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
53.54%
Pick Rate
1.00%
Games
198

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 .

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PrismaticT353.54%1.00%198
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
53.50%
Pick Rate
1.22%
Games
243

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.]

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SilverT353.50%1.22%243
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.19%
Pick Rate
1.42%
Games
282

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

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PrismaticT353.19%1.42%282
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.91%
Pick Rate
1.12%
Games
223

Basic attacks on-hit deal ( 20 – 40 / 10 – 20) (based on level) (+ ( 25% / 20%) bonus armor) bonus true damage . Additionally, gain 50% bonus attack speed .

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PrismaticT352.91%1.12%223
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
52.74%
Pick Rate
1.01%
Games
201

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

View augment details
GoldT352.74%1.01%201
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.60%
Pick Rate
0.87%
Games
173

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 .

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PrismaticT352.60%0.87%173
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.04%
Pick Rate
1.36%
Games
269

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.

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PrismaticT352.04%1.36%269
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
51.87%
Pick Rate
0.94%
Games
187

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

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SilverT351.87%0.94%187
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
51.56%
Pick Rate
1.61%
Games
320

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

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GoldT351.56%1.61%320
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.99%
Pick Rate
1.27%
Games
253

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

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PrismaticT350.99%1.27%253
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
50.33%
Pick Rate
1.51%
Games
300

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).

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GoldT350.33%1.51%300
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
50.20%
Pick Rate
1.27%
Games
253

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

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GoldT350.20%1.27%253
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
49.80%
Pick Rate
1.27%
Games
253

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

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SilverT349.80%1.27%253
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.67%
Pick Rate
1.51%
Games
300

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
PrismaticT349.67%1.51%300
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.43%
Pick Rate
1.34%
Games
265

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

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PrismaticT349.43%1.34%265
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
48.73%
Pick Rate
1.39%
Games
275

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
SilverT348.73%1.39%275
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
48.60%
Pick Rate
1.08%
Games
214

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.

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GoldT348.60%1.08%214
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
47.88%
Pick Rate
0.83%
Games
165

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

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GoldT347.88%0.83%165
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
47.37%
Pick Rate
1.44%
Games
285

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

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GoldT347.37%1.44%285
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.32%
Pick Rate
1.37%
Games
272

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

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PrismaticT346.32%1.37%272
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
43.07%
Pick Rate
1.02%
Games
202

Casting your ultimate ability empowers you for 10 seconds, causing you to gain a shield for 50% of your maximum health , 20% omnivamp , and 30% bonus movement speed for the duration (20 second cooldown).

View augment details
PrismaticT343.07%1.02%202
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
41.99%
Pick Rate
0.91%
Games
181

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.

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PrismaticT341.99%0.91%181
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
41.38%
Pick Rate
1.31%
Games
261

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

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GoldT341.38%1.31%261
Dashing Dashing Dashing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
62.75%
Pick Rate
0.51%
Games
102

Abilities with dashes or blinks gain 175 ability haste .

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PrismaticT462.75%0.51%102
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
60.71%
Pick Rate
0.71%
Games
140

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

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PrismaticT460.71%0.71%140
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
59.41%
Pick Rate
0.51%
Games
101

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

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SilverT459.41%0.51%101
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
57.14%
Pick Rate
0.49%
Games
98

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

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SilverT457.14%0.49%98
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
56.38%
Pick Rate
0.47%
Games
94

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.

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PrismaticT456.38%0.47%94
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
56.25%
Pick Rate
0.40%
Games
80

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.

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SilverT456.25%0.40%80
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
55.17%
Pick Rate
0.73%
Games
145

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 .

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GoldT455.17%0.73%145
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
54.05%
Pick Rate
0.75%
Games
148

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%0.75%148
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
53.23%
Pick Rate
0.62%
Games
124

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
SilverT453.23%0.62%124
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
52.87%
Pick Rate
0.44%
Games
87

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT452.87%0.44%87
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
52.81%
Pick Rate
0.45%
Games
89

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

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SilverT452.81%0.45%89
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
52.75%
Pick Rate
0.46%
Games
91

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
GoldT452.75%0.46%91
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.63%
Pick Rate
0.57%
Games
114

Grants 3 random Dragon Souls .

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PrismaticT452.63%0.57%114
Shadow Runner Shadow Runner Shadow Runner Silver
Rarity
Silver
Tier
T3
Win Rate
52.34%
Pick Rate
0.54%
Games
107

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

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SilverT452.34%0.54%107
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.14%
Pick Rate
0.71%
Games
140

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.

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PrismaticT452.14%0.71%140
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
51.95%
Pick Rate
0.78%
Games
154

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

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GoldT451.95%0.78%154
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
51.46%
Pick Rate
0.52%
Games
103

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

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SilverT451.46%0.52%103
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
51.16%
Pick Rate
0.43%
Games
86

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
SilverT451.16%0.43%86
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.03%
Pick Rate
0.73%
Games
145

Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size.

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PrismaticT451.03%0.73%145
Stuck in Here With Me Stuck in Here With Me Stuck in Here With Me Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.70%
Pick Rate
0.36%
Games
71

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

View augment details
PrismaticT450.70%0.36%71
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.65%
Pick Rate
0.39%
Games
77

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.

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PrismaticT450.65%0.39%77
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.49%
Pick Rate
0.52%
Games
103

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 .

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PrismaticT450.49%0.52%103
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
50.44%
Pick Rate
0.57%
Games
113

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

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GoldT450.44%0.57%113
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
50.34%
Pick Rate
0.75%
Games
149

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
SilverT450.34%0.75%149
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.48%
Pick Rate
0.49%
Games
97

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

View augment details
PrismaticT449.48%0.49%97
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.21%
Pick Rate
0.32%
Games
63

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

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PrismaticT449.21%0.32%63
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
48.10%
Pick Rate
0.40%
Games
79

Gain 15% omnivamp .

View augment details
SilverT448.10%0.40%79
Earthwake Earthwake Earthwake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.76%
Pick Rate
0.34%
Games
67

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

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PrismaticT447.76%0.34%67
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.50%
Pick Rate
0.40%
Games
80

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
PrismaticT447.50%0.40%80
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
46.84%
Pick Rate
0.40%
Games
79

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

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SilverT446.84%0.40%79
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
46.58%
Pick Rate
0.37%
Games
73

Grants 50% critical strike chance .

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GoldT446.58%0.37%73
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
46.51%
Pick Rate
0.65%
Games
129

【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。

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SilverT446.51%0.65%129
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
43.55%
Pick Rate
0.31%
Games
62

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT443.55%0.31%62
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.04%
Pick Rate
0.40%
Games
79

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.

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PrismaticT443.04%0.40%79
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
39.73%
Pick Rate
0.37%
Games
73

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

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GoldT439.73%0.37%73
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
34.48%
Pick Rate
0.29%
Games
58

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).

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PrismaticT434.48%0.29%58
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
54.55%
Pick Rate
0.28%
Games
55

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。

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Galio Skill Combos

Extracted from the skill order guide

Skill Order
QWE

Q > W > E, with R taken whenever it is available.

WQE

W > Q > E is the main adjustment when augments push you into front-line brawling, harder commit angles, or extra value for being in the middle of the fight.

RQWE

Max Q first when you want steady poke, safe pressure, and a way to make the enemy move before the real fight starts.

Galio Counters

Counters and threats extracted from the matchup guide

Counters

Counters

6

Galio counters these champions in ARAM: Mayhem.

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

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

Akali Akali Akali T5
Tier
T5
Rank
#160
Win Rate
45.31%
Pick Rate
0.47%

Akali the Rogue Assassin Akali is a mobile AP assassin who dances in and out of danger using her shroud and resets. In ARAM: Mayhem, she becomes a relentless skirmisher who can engage, burst, and disengage on a much shorter cycle. The accelerated pace means her energy restores faster and her ultimate comes up often, letting her look for picks constantly instead of waiting for the perfect all-in. Her signature pattern is simple: hit a champion with her Q, proc the bonus damage with an auto, and use her shroud to dodge returns. In Mayhem, this loop happens faster and with less punishment. You still need to respect hard crowd control, but the mode's speed favors her aggressive style. She excels at weaving through chaotic fights, picking off low-health targets, and slipping away before the enemy can collapse. 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

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

Kennen Kennen Kennen T5
Tier
T5
Rank
#162
Win Rate
44.78%
Pick Rate
0.42%

Kennen the Heart of the Tempest Kennen is a ranged mage who fights by stacking Mark of the Storm on enemies. Hit a target with three abilities or empowered attacks, and they get stunned. That loop—apply pressure, land the stun, burst them down—is his entire identity. He excels at controlling teamfights and diving into clustered enemies. In ARAM: Mayhem, Kennen becomes a teamfight menace. The single lane keeps opponents close together, which is exactly where he wants them. His ultimate, Slicing Maelstrom, turns any grouped fight into a lightning storm of stuns and damage. Expect constant engages, frequent ultimates, and very little room for enemies to dodge his passive procs. He plays best as a mid-line control mage or engage tool. Build for ability power and survivability, land your stuns on priority targets, and save your ultimate for moments when the enemy commits to a fight. In Mayhem's chaotic brawls, Kennen thrives on the clutter. View champion guide

Rumble Rumble Rumble T1
Tier
T1
Rank
#10
Win Rate
53.12%
Pick Rate
0.45%

Rumble is a short-range AP bruiser who wins fights by turning narrow space into a danger zone. He wants to walk forward with heat built up, burn through clustered enemies, then drop The Equalizer across their escape path so they have to choose between taking damage or giving up position. In ARAM: Mayhem, Rumble feels more direct than on a wide map. There is less room to dodge his zone control, more frequent clumped fights, and more chances to punish teams that stand in the same lane line. The tradeoff is simple: if he spends his heat badly or walks in before the enemy crowd control is used, he gets punished fast. Play him as a fight-starter and space-denier, not a backline mage. View champion guide

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Countered By

6

Galio is countered by these champions in ARAM: Mayhem.

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

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

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

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

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

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

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

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

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Galio Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Rell Rell Rell T1
Tier
T1
Rank
#14
Win Rate
54.57%
Pick Rate
0.40%

Rell is a hard-engage tank who wins by starting fights on her terms. She wants to ride in, force the enemy team to react, then keep bodies close long enough for her carries to clean up. Her signature pattern is simple: look for grouped enemies, commit with your engage, and turn the fight into a messy frontline brawl where running away is difficult. In ARAM: Mayhem, Rell is easier to find action with but also easier to punish if she wastes her entry. The map keeps teams close, augments can make fights explode quickly, and one good engage can decide the whole wave. Play patiently until enemies stack up or burn key escape tools, then go in with your team ready to follow. If you dive alone, you are not a tank; you are a delivery system for enemy damage. View champion guide

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

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

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

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

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

Wukong Wukong Wukong T3
Tier
T3
Rank
#132
Win Rate
49.31%
Pick Rate
0.37%

Wukong the Monkey King Wukong is a dive fighter who specializes in engagement, disruption, and chaotic teamfight brawling. His identity centers on the Decoy mechanic, which lets him stealth and reposition while his clone body-blocks skillshots or finishes his damage. In standard modes, he is a tricky duelist who picks isolated targets. In ARAM: Mayhem, he transforms into a relentless teamfight initiator who can engage, reset, and engage again within a single fight. His signature pattern is the Warrior Trickster combo. You dash in with E, auto-attack, then press W to spawn a clone that continues attacking while you slip away or flank. The clone copies your Q and R, which means a well-timed W creates two spinning ultimates or two Q armor-shreds. This creates a nightmare for enemy backlines: they cannot easily target the real Wukong, and ignoring him means eating double the damage and knockup. ARAM: Mayhem accelerates his strengths. The constant teamfight environment means his ultimate, Cyclone, is almost always valuable. He does not need to hunt for picks across the map. He simply waits for a good engage angle, dashes through the frontline, and spins to disrupt the entire enemy team. The mode's pacing and gold generation help him reach his core fighter items faster, turning him into a durable damage threat who can survive diving into five enemies. His role in Mayhem is primary engage or follow-up dive. If your team lacks a dedicated tank or initiator, Wukong fills that gap by Snowballing in and ulting to create space. If you already have a Malphite or similar, Wukong excels at following up their engage, layering more knockups, and chasing down scattered targets. His passive, which grants increasing armor and health regen based on nearby enemies, is consistently active in ARAM's clustered fights, making him naturally tankier than he appears. What changes most is his reset potential and sustain. Mayhem augments and item access let him heal more from fighting, reduce his cooldowns faster, and sometimes access effects that trigger on clone attacks. He becomes less of a hit-and-run skirmisher and more of a sustained brawler who can dive, decoy, reposition, and dive again. The key is using W to confuse enemies about which Wukong is real, forcing them to waste cooldowns on a clone while you set up the next engage. View champion guide

Zac Zac Zac T5
Tier
T5
Rank
#153
Win Rate
46.78%
Pick Rate
0.41%

Zac the Secret Weapon Zac is a tanky engage machine who thrives on chaos. In standard play, he is known for his sustain and displacement, but in ARAM: Mayhem, he transforms into an unstoppable initiation engine. The single-lane format removes his ability to flank from fog of war, but the constant team fighting gives him endless opportunities to dive the backline. His signature pattern is simple: hit a long-range Elastic Slingshot, knock everyone up, and survive long enough to do it again. He wants to be in the middle of the enemy team, absorbing cooldowns while his own abilities come back up. The Mayhem environment, with its accelerated pace and frequent skirmishes, plays directly into his strength as a sustained frontliner who refuses to die. What changes here is the value of his passive, Cell Division. In Mayhem, fights are frequent and lethal, so every blob matters more for staying healthy. He also benefits heavily from augments and items that boost ability haste or healing, letting him spam engages faster than opponents can punish. If you enjoy diving in, causing disruption, and walking out alive, Zac is a strong pick. View champion guide

Reliable hard engage tanks and divers Malphite, Amumu, Wukong, Rell, Zac, Leona

These champs force the fight first, and Galio turns that single opening into a real collapse. If they go in and the enemy burns mobility to answer them, Galio can arrive right on top of the mess and punish the clump. That is his best shape of fight.

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

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

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

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

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

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

Ziggs Ziggs Ziggs T3
Tier
T3
Rank
#74
Win Rate
50.23%
Pick Rate
0.78%

Ziggs is a long-range artillery mage who wins space before the fight fully starts. He pokes from safety, clears waves fast, and punishes enemies who walk through narrow lanes or clump around objectives. His signature pattern is simple: throw bombs to chip people down, use minefields and displacement to make engages awkward, then help finish structures when the enemy team is forced back. In ARAM: Mayhem, Ziggs plays even more like a pressure pick. The map is still tight, but the pace is wilder, so he has to keep moving between casts instead of standing still and farming damage. Augments can push him toward heavier poke, better safety, or faster fight cleanup, but his core job stays the same: control the lane, soften targets before they engage, and make every enemy advance cost health. View champion guide

Jayce Jayce Jayce T5
Tier
T5
Rank
#143
Win Rate
46.60%
Pick Rate
0.79%

Jayce the Defender of Tomorrow Jayce is a ranged AD caster who dominates lanes through poke, disengage, and burst. He swaps between a ranged Mercury Cannon for harassment and a melee Mercury Hammer for all-ins. In ARAM: Mayhem, his already strong poke becomes oppressive, and his disengage tools shine against constant engage attempts. He plays as a mid-range bully. You sit on the edge of fights, chunking targets with Shock Blast through Acceleration Gates, then swapping to hammer form to execute or peel. The play pattern is simple: poke until they're low, then dive. If they dive you, knock them back and reposition. Mayhem's faster pacing and increased resource generation let him spam abilities more freely. Gate cooldowns come up faster, letting him maintain speed buffs and damage amplification nearly permanently. His burst window is shorter, and his disengage is more reliable when fights start instantly and often. He fits best in poke or siege comps. He struggles against hard engage if he misses his knockback or gets burst down before swapping forms. Positioning matters more than mechanics—stay at max range, use Gate to zone or speed up allies, and only go melee when you have a clean kill or need to peel. View champion guide

Long-range poke and control mages Xerath, Ziggs, Lux, Vel’Koz, Jayce

Poke makes the enemy uncomfortable, and Galio punishes the moment they step forward to answer it. These champs chip health off safely, then Galio turns the first overreach into a hard punish. He does not need them to all-in. He needs them to soften targets so his commit actually sticks.

Ekko Ekko Ekko T2
Tier
T2
Rank
#46
Win Rate
52.09%
Pick Rate
0.53%

Ekko is a mobile AP assassin who looks for short trades, delayed burst, and messy re-engage angles. His core pattern is simple: tag enemies, slip in when they are already pressured, then use his time tools to either finish the kill or escape before the enemy team can punish him. In ARAM: Mayhem, Ekko plays more like a skirmish cleaner than a patient side-lane assassin. Fights happen often, space is tight, and enemies group up, so his best moments come when he waits for crowd control or poke to soften a target before diving. If he goes first into five ready champions, he usually gets locked down. If he enters second, he can break the fight open. Pick Ekko when you want an AP threat that can punish squishy backliners, chase low-health enemies, and survive risky engages with smart timing. He rewards confidence, but he is not just a button-masher. Watch enemy crowd control, use terrain and fog when possible, and save your escape plan for the moment the fight turns against you. View champion guide

Hecarim Hecarim Hecarim T2
Tier
T2
Rank
#51
Win Rate
51.43%
Pick Rate
0.39%

Hecarim is a fast melee diver who turns movement into threat. He wants to hit from an angle, crash into the backline, and keep fighting while enemies are displaced or forced to run. His basic pattern is simple: build speed, commit hard, sweep through targets, then use the chaos to either finish a carry or pull back before the enemy team can focus him down. In ARAM: Mayhem, Hecarim gets more chances to start fights because the map is narrow and teams group constantly. That also means bad engages get punished fast. Look for moments when an enemy carry steps too far forward, your team can follow, or Snowball gives you a clean entry. If you charge in alone with no backup, Hecarim can disappear before his sustain and disruption matter. Pick Hecarim when your team needs an aggressive frontliner who can force action instead of waiting forever. He is easiest to play when you track enemy crowd control, enter from the side, and keep moving after the first hit. In Mayhem, his best games feel relentless: one good engage breaks the formation, and Hecarim runs the fight down before the enemy team can reset. 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

Kha'Zix Kha'Zix Kha'Zix T5
Tier
T5
Rank
#140
Win Rate
46.45%
Pick Rate
0.44%

Kha'Zix the Voidreaver Kha'Zix is an AD assassin designed to hunt down isolated targets and snowball kills into evolution upgrades. In standard modes, he relies on brushes and flanks to close the gap. In ARAM: Mayhem, the single-lane format forces him to adapt, but the constant fighting feeds his isolation damage and resets faster than any other mode. His signature pattern is simple: find a lone enemy, burst them down, then use the reset on Leap to continue or escape. Isolation is the key mechanic. When no enemy allies are nearby, his Taste Their Fear deals massive bonus damage. Mayhem's chaotic brawls often split teams apart, creating isolation opportunities that would not exist in a disciplined 5v5. What changes in Mayhem is the pace and the recovery. You will hit evolution milestones much earlier due to accelerated gold and experience. The challenge is patience. Engaging into a grouped enemy team gets you killed. Waiting for Snowballs, poke, or overextensions to create isolation windows is how you turn this mode into a feeding frenzy. View champion guide

Akali Akali Akali T5
Tier
T5
Rank
#160
Win Rate
45.31%
Pick Rate
0.47%

Akali the Rogue Assassin Akali is a mobile AP assassin who dances in and out of danger using her shroud and resets. In ARAM: Mayhem, she becomes a relentless skirmisher who can engage, burst, and disengage on a much shorter cycle. The accelerated pace means her energy restores faster and her ultimate comes up often, letting her look for picks constantly instead of waiting for the perfect all-in. Her signature pattern is simple: hit a champion with her Q, proc the bonus damage with an auto, and use her shroud to dodge returns. In Mayhem, this loop happens faster and with less punishment. You still need to respect hard crowd control, but the mode's speed favors her aggressive style. She excels at weaving through chaotic fights, picking off low-health targets, and slipping away before the enemy can collapse. View champion guide

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

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

Mobile divers and reset-style assassins Diana, Hecarim, Akali, Kha’Zix, Katarina, Ekko

These champs create chaos fast, and Galio makes that chaos safer. He can follow their entry, add his own threat around the fight, and stop the enemy backline from freely turning on the diver. If your diver dives deep and Galio is nearby, the opponent has to deal with two problems at once.

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

Aphelios Aphelios Aphelios T2
Tier
T2
Rank
#39
Win Rate
52.50%
Pick Rate
0.53%

Aphelios is a backline marksman who wins through weapon management, spacing, and clean target selection. He does not play like a simple right-click carry: his strength changes with the two guns he is holding, so good Aphelios players look for fights when their current weapon pair gives them strong poke, burst, sustain, or area damage. In ARAM: Mayhem, he becomes a high-ceiling carry in constant teamfights. The shorter lane and faster skirmishes give him plenty of targets, but they also punish bad positioning hard. Play around your gun cycle, take fights when your weapons match the moment, and use augments to push his damage, safety, or teamfight cleanup. If the enemy has heavy dive, stay patient; Aphelios can carry Mayhem fights, but only if he survives the first engage. 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

Jhin Jhin Jhin T4
Tier
T4
Rank
#124
Win Rate
47.86%
Pick Rate
1.21%

Jhin the Virtuoso Jhin is a slow, methodical marksman who turns every fourth shot into a critical strike. He does not attack fast. He attacks once, reloads, and makes that shot count. In ARAM: Mayhem, that rhythm stays the same, but the damage numbers and ability haste make him far more dangerous. You are not kiting constantly. You are setting up kills with W, trapping the lane with E, and finishing low-health enemies from across the map with your ultimate. His role is artillery and execution. You stay at the edge of fights, root targets for your team, and use R to snipe anyone who tries to escape. The Mayhem environment favors his long-range tools. Abilities come up faster, so your root and trap uptime improves significantly. You still reload after four shots, but the downtime matters less when your W and E are ready again. What changes here is how often you can influence the fight without auto-attacking. In normal ARAM, Jhin struggles when teams dive him or when he cannot set up traps in advance. Mayhem's pacing lets you throw traps mid-fight more often and root fleeing enemies before they reach cover. You still need protection from assassins and divers, but your ability to punish mistakes from range goes up. Play for the fourth shot, land your W on rooted or slowed targets, and save R for the moment enemies drop below half health. View champion guide

Kai'Sa Kai'Sa Kai'Sa T4
Tier
T4
Rank
#137
Win Rate
47.78%
Pick Rate
1.15%

Kai'Sa Daughter of the Void Kai'Sa is a hybrid marksman who evolves her abilities based on the stats she builds. In ARAM: Mayhem, she becomes a high-octane carry who hits her evolution breakpoints much faster than on Summoner's Rift. You are looking to stack attack speed and ability power quickly, unlock your evolved abilities, and turn into a late-game raid boss who can dive the backline or melt frontline tanks. Her signature pattern revolves around isolation damage and her ultimate engage. She wants to catch enemies alone for massive bonus damage, then use Killer Instinct to reposition and shield herself. In Mayhem's chaotic environment, she excels at cleaning up scattered fights after the initial burst goes out. What changes in Mayhem is the pace of her power curve. The accelerated gold and experience mean you will often have two or even three evolved abilities by the time teams start grouping hard. This lets her play more aggressively around Snowball and engage angles that would be too risky in standard ARAM. She transitions from a poke-heavy early game into a versatile damage dealer who can adapt her build to whatever the enemy team throws at her. View champion guide

Backline marksmen and sustained DPS carries Jinx, Kog’Maw, Aphelios, Kai’Sa, Jhin

These champs need time and space more than raw chaos. Galio gives them both. He can stand in front, punish divers, and make the enemy pay for stepping too far into your carry’s range. Once the fight slows down, these carries usually do the real cleanup.

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

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

Veigar Veigar Veigar T3
Tier
T3
Rank
#81
Win Rate
50.14%
Pick Rate
0.98%

Veigar is a scaling burst mage who controls space with his cage and deletes targets once they are forced to stand still. His usual pattern is simple: punish clumped enemies, trap priority targets, then stack damage through repeated spell hits and takedown pressure.In ARAM: Mayhem, Veigar gets more chances to fight than on a normal map, but he also has less room to hide. Play him as a backline control mage: hold your stun for engages or escapes, farm stacks safely when the wave is contested, and use the chaos of Mayhem to land huge area damage on enemies who overcommit. View champion guide

Taliyah Taliyah Taliyah T4
Tier
T4
Rank
#111
Win Rate
47.92%
Pick Rate
0.37%

Taliyah the Stoneweaver Taliyah is a control mage who shapes the battlefield with terrain manipulation and sustained area damage. She excels at zoning enemies, disrupting movement, and locking down targets with her crowd control chain. In ARAM: Mayhem, her ability to create walls and control narrow corridors becomes even more valuable on the single-lane map. Her signature pattern revolves around Threaded Volley on worked ground, where she fires fast projectiles that chunk health over time. She sets up kills with Seismic Shove to knock enemies into her team, then follows with Unraveled Earth to catch anyone trying to escape. Her ultimate, Rock Surfing, lets her roam quickly or cut off retreat paths—a powerful tool in the constant fighting of Mayhem. In this mode, Taliyah shifts from a roaming mid-laner into a dedicated zone controller. The reduced cooldowns and accelerated gold income let her spam abilities more freely, and the confined space means her walls and knockups are harder to avoid. She thrives when she can poke from a distance and punish overextensions with her burst combo. View champion guide

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

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

Anivia Anivia Anivia T4
Tier
T4
Rank
#147
Win Rate
47.07%
Pick Rate
0.51%

Anivia is a control mage who defines teamfights through zone control, terrain manipulation, and sustained damage. She acts as a defensive anchor, turning narrow ARAM bridges into death traps with her crowd control and area denial. Her signature pattern revolves around Glacial Storm (R). She creates a large damaging zone that slows enemies and amplifies her other abilities. In standard modes, she struggles with mana costs and early game fragility. ARAM: Mayhem removes most of those weaknesses. Accelerated gold and experience let her reach her power spike faster, while constant fighting plays directly into her teamfight-focused kit. The Mayhem environment shifts her role slightly. She becomes a sustained damage dealer who can fish for picks more aggressively. The reduced penalty for dying means she can use her passive, Rebirth, as a strategic tool rather than a desperate last resort. She still plays as a backline controller, but she can take risks that would be suicidal on Summoner's Rift. View champion guide

Zone-control and forced-position champs Anivia, Orianna, Azir, Taliyah, Veigar

These champs make the fight awkward for the enemy before Galio even moves. They create terrain pressure, threat zones, and bad angles. Galio then uses that forced spacing to land a better engage or a stronger counter-engage. The enemy is already uncomfortable, so his arrival feels much heavier.

Galio ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityGalio plays as a slow front-to-back protector who waits for enemies to walk into taunt range, protects carries, and looks for one clean ultimate.He becomes an active engage and counter-engage pick who must read empowered enemies and start fights before augmented carries can dominate.Shift from passive anti-magic wall to proactive fight controller who creates or stops fights early.
Taunt UsageYou can sometimes hold taunt for a perfect multi-man hit, waiting patiently for the ideal moment to land on multiple enemies.Waiting too long often means your carry dies before you release it. Start charging when enemies commit and release early if burst is coming.Prioritize quick single-target taunts on dangerous threats over waiting for perfect multi-man hits.
Ultimate TimingGalio can afford to look patient and wait for the perfect ultimate opportunity before committing to a fight.Fights may be decided before the perfect R appears. Use it to save a living carry or lock committed enemies, not as a panic button.Use ultimate proactively to counter-engage when enemies commit, not after allies are dead.
Snowball DecisionsGalio can tag someone, fly in, taunt, and often survive long enough for the team to catch up.A bad Snowball puts you directly into augmented damage with no exit. The mark is pressure by itself and you do not have to take it.Only commit to Snowball when teammates can follow; hitting a tank with backup is a trap.
Build AdaptationGalio often defaults into a tanky magic-resist-heavy setup when facing poke or AP-heavy teams.You must respect how damage is delivered. A physical carry with strong augment support may be a bigger problem than magic champions.Build for the enemy who actually decides fights, not just the scoreboard damage split.

Champion Analysis

Role / Current performance

Overview

In Hextech Mayhem, Galio the Colossus functions as a ranged tank-mage who delivers powerful area-of-effect magic damage and exceptional team fight crowd control. His kit is built around a cycle of ranged poke and defensive disruption. After every ability cast, his passive Colossal Smash converts his next basic attack into a ranged magic damage strike, and when fully charged it deals bonus AoE magic damage, keeping pressure on enemies between spells. His primary poke tool is Winds of War, which fires two wind gusts that converge and explode for large AoE magic damage, consistently hitting multiple enemies in the cramped ARAM lane. Shield of Durand is Galio’s most unique ability: he enters a defensive stance that grants massive magic resistance while charging, and upon release he taunts all nearby enemies. This AoE taunt forces multiple opponents to attack him, creating a safe window for his teammates to deal damage freely. Justice Punch provides a dash that knocks up enemies in its path, useful both for engaging onto foes and for peeling threats off allies. His ultimate, Hero’s Entrance, allows him to fly to any ally’s location on the map and land with an AoE knock-up, instantly turning a fight by arriving to protect a focused teammate. In Hextech Mayhem, Galio’s combination of engage, crowd control, and protection makes him a well-rounded tank pick who can both initiate fights and safeguard his carries. He excels at using his taunt to bait enemy cooldowns and disrupt enemy formations, while his poke keeps opponents low before decisive engages. Positioning is key: as a tank-mage, he needs to be close enough to land his taunt and dash but can also hang back to poke with his Q. His ultimate demands map awareness, as he can swing a skirmish from anywhere by landing on a pressured ally. The strategic value of Galio lies in his ability to simultaneously provide frontline durability, magic damage threat, and fight-altering crowd control, making him a flexible and reliable champion in the chaotic, high-tempo environment of Hextech Mayhem.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Galio in ARAM Mayhem is at his best when the fight is forced into a choke and the enemy has to walk through him. He is not a pure backline assassin nor a mindless frontliner; he plays like a gatekeeper. If the enemy steps up first, he punishes the line. If his team has the angle, he starts the fight. If his team is behind, he slows the game down and makes every enemy commit ugly. For engage, Galio should only go first when his team can follow. If his damage is already in range or a Snowball angle lands on a carry cluster, he commits. If the team is still clearing poke or walking up late, he holds. A lonely Galio jump just gives the enemy a free cooldown trade and a clean retreat. He looks for the enemy’s first dash or defensive spell before committing because the best engage often starts right after they spend mobility. Snowball should be thrown when the enemy is already lined up, not spread wide. If he tags the front line and lands into the middle of their formation, he forces a messy response. He does not dive past where his team can still hit the same target. For counter-engage, Galio keeps his body between divers and carries. If a bruiser or Snowball diver jumps in, he turns instantly and uses crowd control where they have to pass. He holds his knockup or taunt for the second step so the enemy has fewer escape routes. When the enemy clumps after a failed engage, he swings the fight back immediately. If his team is getting poked down, he lets the enemy step deeper before cutting them off. For escape and recovery, Galio uses his crowd control as a wall when retreating. He drops control on the nearest pursuer and moves away on the safe side of the lane. He saves Snowball as an exit when the fight is lost, picking the direction back to his team. He uses brush and lane edges to break clean pursuit. In narrow-lane spacing, he stands slightly off-center to have room to step into an engage or back out of poke. He uses his presence to block space, moving forward enough to make the enemy's next step dangerous. When the enemy stacks behind one minion line, he waits for the wave to thin before committing. For target priority, Galio hits the carry that cannot freely reposition. He switches to divers only when they threaten his backline. He does not tunnel on one target if the formation splits. Snowball timing is critical: he uses it after the enemy spends their main escape or after an ally locks them down. He saves Snowball for pick setups when his team has poke advantage and does not throw it blindly. His augment trigger windows dictate play pattern: if the augment rewards repeated combat, he stays in the fight longer and tags multiple targets; if it rewards hard engage or burst, he plays around short, decisive commits. He matches his play pattern to the augment. For push, pull, and dive rhythm, Galio pushes after winning space, then stops and resets. He pulls back when enemy cooldowns are back up and his team is regrouping. He dives only when the target is trapped, low, or cut off. When playing from behind, he becomes the fight anchor instead of the opener, standing near damage dealers who can still carry. He takes safe damage on the wave and on anyone who walks too far forward.

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Playstyle Guide

Playstyle / Team structure

Play guide

Galio the Colossus operates on a simple principle in Mayhem: make the enemy commit first when your team needs protection, and commit hard when your team holds the angle. He is neither a poke mage nor a mindless dive tank, and his best games come from measured pressure across every stage of the match. In the opening minutes, Galio holds the front edge just ahead of his carries, trading short and forcing enemies to walk into his threat zone. His early strength comes from threatening counter-engage with Justice Punch and Shield of Durand, not from deep aggression. Short trades with Winds of War punish enemies who stop to last-hit, while early Snowball is best kept as a punish tool rather than a random opener. The decision to push or stall depends on team composition: push when ranged waveclear is available and the enemy cannot easily engage through the minion wave, stall when outranged or when carries need levels. If ahead, Galio stands on the enemy side of the wave to deny health relics without diving, building slow pressure. If behind, he stops fishing and sits near carries to peel, saving crowd control for whoever dives the backline and waiting for level 6 to gain a safer entry with Hero's Entrance. During the mid game, Galio plays around his ultimate and turns enemy engages into losing fights. He can stand in front when pushing, but should also watch for angles where an ally starts first, allowing him to follow with Hero's Entrance to make the fight safer. Trading happens in waves: poke with Winds of War, wait for enemy cooldowns, then look for one decisive crowd-control chain. Galio loses value when eating poke for ten seconds and engaging at half health, but gains value when absorbing one spell, stepping out, and re-entering as the enemy formation breaks. Snowball mid game can start fights, but only with a plan; if taking it puts Galio behind the enemy team with no ally follow-up, he waits. Augment usage ties to commitment, not impatience, and should shape whether he forces engages, peels for carries, or waits for extended combat. Pushing is optimal when Hero's Entrance is available and the team can threaten a dive; stalling happens when the ultimate is down or the enemy has stronger immediate engage. In the late game, Galio forces clean commitments and protects the carry. He sits just outside the enemy's comfortable poke range, angled toward the side where his main damage dealer can follow. Late trades are dangerous because one bad engage decides the game, so he uses Winds of War to check clumps and waits for the enemy to burn mobility or defensive tools before moving in. Late Snowball is either a fight-winning bridge or a throw, and should only be taken when the team is ready to follow. Augment timing in the late game matches the win condition, whether front-to-back control or diving the backline. Galio pushes after any pick, heavy poke advantage, or enemy cooldown mistake, and stalling when health is low or ultimate is unavailable. When ahead late, he plays disciplined, walking the wave in and controlling space around structures without chasing low-health targets. When behind, he stays near the carry who can still win the fight, hides his intent, and saves crowd control for the highest-value target that enters range, avoiding desperate solo Snowballs that give the enemy the final fight for free.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Galio the Colossus is at his best when he turns a messy fight into a clean one. When ahead, his goal is to press the edge without giving the enemy an easy reset; when behind, his job is to stop the bleeding, punish overcommit, and wait for one good engage rather than forcing every fight. In an ahead state, Galio walks forward with his frontline, forcing the enemy to choose between eating poke or giving ground. His taunt and follow-up damage are best used only when an enemy steps too far forward or burns a dash. Every clean catch should convert into wave pressure, map space, or a forced bad recall. As a durable frontline, he should step in first, absorb opening cooldowns, then turn with taunt and shield timing so damage dealers can free-hit. The primary throw when ahead is dashing deep without team follow-up, as a lone engage lets the lead vanish. Multi-target engages are key when the enemy clumps together, as his taunt and area damage get maximum value then. Augments that reward durability, crowd control, shield value, or repeated spell use encourage longer fights instead of pure burst, covering the weakness of overcommitting. If the first engage does not kill anyone, he should back a step, let his shield and tank stats work, then re-engage once key enemy cooldowns are down. He should force fights only when the enemy has already used main peel, and avoid chasing survivors past the safe line if the team cannot move with him. Against dive or short-range burst, Galio stays a step behind the most exposed teammate, holding peel tools for the first diver, not the first target seen. Counterplay check: if enemies bait cooldowns with fake entries, patience is essential. When behind, Galio stops trying to start fights from full screen unless the enemy is already mispositioned. Instead, he stands where his taunt and body block protect the most valuable teammate, reducing the enemy’s clean engage options. Using terrain and teammates as cover saves engage tools for when the enemy steps too far forward. The moment an enemy backline moves up to keep pressure, they become catchable. Too far behind to win by damage, Galio shifts into pure disruption: breaking enemy tempo, peeling divers off carries, and buying time for his team’s better-scaled damage or superior augments to matter. He must not dump all tools on the first target if the rest of the enemy team can still clean up his backline. Augments that add survivability, shielding, healing, or team utility should be prioritized over greedier damage picks, as his weakness when behind is dying before his crowd control matters. If the enemy overchases after winning a trade, Galio turns and punishes the chase, stalling their whole push with a single bad target. If the enemy resets safely, he takes the breathing room and waits for the next mistake. He only commits to an engage when at least one teammate can follow or when protecting a high-value ally from a dive, avoiding free shutdowns. Augments that improve survival or allow re-entry after casting are used to stall, not to sprint into the backline; the best behind play is often a second-wave engage after the enemy has spent tools on someone else. The critical mistake in both ahead and behind states is the same: rushing in just because Galio’s kit looks aggressive, rather than waiting for the enemy to step wrong and making them pay for it.

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Champion Background

Lore / Identity / Text block

Background copy

Galio the Colossus in ARAM: Mayhem is defined by his ability to turn chaotic, clustered fights into controlled engagements through a mix of crowd control, area damage, and reactive protection. His passive, Colossal Smash, empowers his next basic attack to hit a small area, rewarding him for landing crowd control first and punishing enemies who stay grouped near minions, portals, or narrow lane space. Using it prematurely leaves his all-in noticeably weaker, while weaving it after a taunt or knock-up maximizes burst. Q, Winds of War, serves as his primary ranged tool for poking through minions and creating a damaging zone where the two blasts meet. It buys space when he cannot dive directly and becomes especially threatening when paired with his own or an ally’s lockdown, because the meeting point is much harder to dodge against a slowed or taunted target. Missing Q leaves him without meaningful poke, giving the enemy team a window to advance or clear the wave freely. W, Shield of Durand, is his most important commitment tool: a self-centered defensive stance that ends with a taunt. In Mayhem, where fights explode quickly, W can turn a losing dive into a winning brawl by punishing enemy divers the moment they commit to your backline. Instead of always initiating, Galio can stand near his carry and wait, then taunt after the enemy has spent mobility. Overcharging or wasting W by hitting no one gives the enemy a green light to dive your carries. E, Justice Punch, is his main engage and catch ability—a dash with a wind-up that knocks up the first champion hit. It is powerful near walls or when enemy options are limited, but a missed E is one of his largest punish windows because it leaves him overextended without mobility or knock-up threat. Blindly casting E down the center of the lane is easily sidestepped, so Galio relies on team slows or positioning to secure hits. Finally, his ultimate, Hero’s Entrance, lets him crash down near a targeted ally after a delay, protecting the area and knocking up enemies caught in the landing zone. This is not a solo engage; it is a follow-up, rescue, and fight-swinging tool. The best targets are allies who will stay in the fight long enough for him to arrive. Using it too early lets enemies walk away; using it too late means the ally dies and Galio lands alone. A wasted R removes his strongest follow-up threat, so timing and target selection are critical. Across all abilities, Galio’s success in ARAM: Mayhem depends on disciplined ability sequencing—crowd control before damage, avoiding wasted cooldowns, and choosing whether to engage or peel based on the enemy comp and team readiness—and enemies can punish him by spacing away from his melee range, baiting out E or W prematurely, or focusing him when his reactions are down.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Galio the Colossus in ARAM: Mayhem loses effectiveness quickly when common mistakes are made. The most frequent mechanical error is throwing his engage first and hoping the rest works out. He snowballs or dashes in too early, starting his control before his team is close enough to follow, which results in eating the full enemy response alone and leaving his team chasing a collapsed fight. The correct action is to hold engage until allies can hit the locked-down target, using arrival to start a real collapse rather than a solo dive. If already committed, he should back out, use his body to block damage, and reset instead of forcing another layer. Another mechanical mistake is using his taunt from the wrong angle, walking straight at the enemy where they can kite or walk around him. The correct approach is from a side angle or fog, or after a teammate has forced movement. If the angle is bad, he should peel with his body, reset vision, and wait for the enemy to step up. Wasting shield and damage tools on low-value poke leaves him without threat during the real engage; he should use cooldowns when they matter in a fight and if spent carelessly, slow down and play as a bodyguard until tools return. Starting every fight at max range, hovering too far back and tossing one spell without moving up, makes his presence easy to ignore. Galio matters when the enemy respects his body, so walking forward when the team is ready resets tempo. Decision mistakes also undermine his impact. Forcing engages into heavy poke when the team is low leads to going in at half value with no backup; he should respect the poke war, stabilize space, and only commit on an enemy misstep. Ignoring the enemy backline threat to tunnel on the nearest target causes his crowd control to touch the wrong person while the real danger free-hits. Before engaging, he should ask who actually wins if left alone and disturb that target. If committed on the wrong target, he should peel back through the fight toward the real threat. Saving presence for a perfect hero play instead of taking a free control fight costs tempo; a clean stop on one overextended champion often matters more than a greedy multi-target engage. If the window is gone, return to spacing for the next overstep. Standing too far from his backline when the enemy dives leaves carries vulnerable; sometimes his best play is to stay close and deny entry. If caught out, he should peel back immediately. Committing full engage when enemy cooldowns are still up means those answers blunt his approach; he should go in after the response has been forced, not into it. If answers remain, back off and make them use cooldowns on the next threat. Overchasing after a won fight hands back shutdown gold and loses position for the next wave; after the enemy front line breaks, stop, protect teammates, take space, and prepare for the next wave. Galio is strongest when he starts fights his team can finish or stands still enough to make diving costly. Rushing the wrong target, wasting setup, or chasing past where his team can help turns a strong engage champion into a free pick.

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FAQ

Galio

FAQ

Is Galio a tank, engager, or peel champion in ARAM: Mayhem? Galio is usually a frontline engager who can switch into peel when the enemy dive is stronger than yours. If your carries are getting jumped, hold your crowd control near them instead of forcing deep engages. The tradeoff is that defensive Galio gives up some pick pressure, but he makes assassins and divers pay for entering first. When should I start fights as Galio? Start fights when an enemy is already close to your team, has used their escape, or is standing where your allies can immediately follow. Go in alone only if your team is in range to hit during your crowd control. If you engage from too far away, Galio becomes a big target with no backup and the enemy can punish after your first rotation ends. How do I use Galio’s taunt without getting blown up? Use the taunt when the enemy has stepped into your range or after another ally has started the fight. If you charge it in plain sight while your team is far back, good players will walk out, interrupt, or burst you after it ends. The safer pattern is to hide your angle, threaten space, then release when multiple enemies are forced to choose between retreating or hitting you.

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