ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T2 Rank #54

Karthus ARAM Mayhem Build & Best Augments

Karthus role and playstyle: baseline role is AP mage mid-lane style, with a core identity built around teamfight utility and damage output. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Key ARAM traits include AoE pressure, slow control. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Low to medium execution: easy to start, but better movement, spacing, and combo timing raise the ceiling. 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.

Karthus Karthus the Deathsinger Mage
TierT2
Rank#54
Win Rate51.96%
Pick Rate0.82%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

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

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

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

+12 Magic Penetration +45 Move Speed

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

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

Win Rate50.31%
Pick Rate14.46%
#2
Malignance Malignance Malignance
Total Price
2,700
Price
650

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

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

+12 Magic Penetration +45 Move Speed

Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

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

Win Rate49.03%
Pick Rate7.19%
#3
Malignance Malignance Malignance
Total Price
2,700
Price
650

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

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%.

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

+12 Magic Penetration +45 Move Speed

Win Rate51.10%
Pick Rate6.17%

Situational itemstop 12

Malignance Malignance Malignance
Total Price
2,700
Price
650

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

50.25%
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%.

51.47%
Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

50.59%
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.

50.79%
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%.

51.10%
Blackfire Torch Blackfire Torch Blackfire Torch
Total Price
2,800
Price
700

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

52.93%
Void Staff Void Staff Void Staff
Total Price
3,000
Price
1,050

+95 Ability Power +40% Magic Penetration

51.06%
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.

51.42%
Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Total Price
2,600
Price
450

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

53.90%
Archangel's Staff Archangel's Staff Archangel's Staff
Total Price
2,900
Price
450

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

49.69%
Morellonomicon Morellonomicon Morellonomicon
Total Price
2,850
Price
400

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

47.83%
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.

48.77%

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.

50.26%
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.

50.26%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

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

49.55%
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%.

49.04%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
58.74%
Pick Rate
10.74%
Games
2,615

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
PrismaticT158.74%10.74%2,615
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
55.27%
Pick Rate
8.66%
Games
2,108

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

View augment details
GoldT155.27%8.66%2,108
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
54.84%
Pick Rate
12.93%
Games
3,149

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
GoldT154.84%12.93%3,149
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
54.21%
Pick Rate
17.28%
Games
4,208

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
GoldT154.21%17.28%4,208
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
53.84%
Pick Rate
6.20%
Games
1,510

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
SilverT153.84%6.20%1,510
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.87%
Pick Rate
14.93%
Games
3,635

Gain ability haste equal to 30% AP .

View augment details
PrismaticT152.87%14.93%3,635
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.64%
Pick Rate
14.54%
Games
3,541

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
PrismaticT152.64%14.54%3,541
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
51.68%
Pick Rate
9.88%
Games
2,405

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT151.68%9.88%2,405
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.57%
Pick Rate
7.71%
Games
1,877

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
PrismaticT151.57%7.71%1,877
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.10%
Pick Rate
5.76%
Games
1,403

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

View augment details
PrismaticT151.10%5.76%1,403
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
50.97%
Pick Rate
18.64%
Games
4,538

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
GoldT150.97%18.64%4,538
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.83%
Pick Rate
5.45%
Games
1,328

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

View augment details
PrismaticT150.83%5.45%1,328
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
50.81%
Pick Rate
5.84%
Games
1,423

【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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SilverT150.81%5.84%1,423
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
50.72%
Pick Rate
13.17%
Games
3,206

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
SilverT150.72%13.17%3,206
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
50.46%
Pick Rate
6.28%
Games
1,530

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

View augment details
SilverT150.46%6.28%1,530
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
49.92%
Pick Rate
22.94%
Games
5,585

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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GoldT149.92%22.94%5,585
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
49.79%
Pick Rate
10.63%
Games
2,589

Grants 18% armor penetration and magic penetration .

View augment details
GoldT149.79%10.63%2,589
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
49.54%
Pick Rate
5.75%
Games
1,399

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

View augment details
GoldT149.54%5.75%1,399
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
49.39%
Pick Rate
9.69%
Games
2,359

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
GoldT149.39%9.69%2,359
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
49.25%
Pick Rate
9.89%
Games
2,408

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
SilverT149.25%9.89%2,408
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
49.12%
Pick Rate
15.84%
Games
3,858

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

View augment details
SilverT149.12%15.84%3,858
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
49.07%
Pick Rate
6.37%
Games
1,551

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
GoldT149.07%6.37%1,551
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
47.87%
Pick Rate
9.62%
Games
2,342

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
GoldT147.87%9.62%2,342
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
57.64%
Pick Rate
2.26%
Games
550

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

View augment details
PrismaticT257.64%2.26%550
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
57.02%
Pick Rate
3.77%
Games
919

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
SilverT257.02%3.77%919
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
56.26%
Pick Rate
2.20%
Games
535

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

View augment details
PrismaticT256.26%2.20%535
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
55.51%
Pick Rate
4.55%
Games
1,108

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

View augment details
GoldT255.51%4.55%1,108
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
54.57%
Pick Rate
3.78%
Games
920

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
GoldT254.57%3.78%920
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
54.35%
Pick Rate
3.73%
Games
909

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
GoldT254.35%3.73%909
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
54.12%
Pick Rate
4.58%
Games
1,116

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

View augment details
GoldT254.12%4.58%1,116
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
53.93%
Pick Rate
4.39%
Games
1,068

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

View augment details
GoldT253.93%4.39%1,068
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
53.74%
Pick Rate
3.35%
Games
815

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
GoldT253.74%3.35%815
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
53.69%
Pick Rate
4.90%
Games
1,192

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

View augment details
SilverT253.69%4.90%1,192
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
53.63%
Pick Rate
3.91%
Games
951

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
SilverT253.63%3.91%951
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
53.15%
Pick Rate
2.41%
Games
587

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

View augment details
SilverT253.15%2.41%587
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
53.10%
Pick Rate
2.32%
Games
565

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

View augment details
GoldT253.10%2.32%565
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
52.99%
Pick Rate
2.95%
Games
719

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
GoldT252.99%2.95%719
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
52.37%
Pick Rate
1.56%
Games
380

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

View augment details
SilverT252.37%1.56%380
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
52.24%
Pick Rate
2.84%
Games
691

Gain 2 Stat Anvils .

View augment details
SilverT252.24%2.84%691
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
52.20%
Pick Rate
3.63%
Games
885

Gain 1750 upon acquiring this augment.

View augment details
GoldT252.20%3.63%885
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.39%
Pick Rate
2.66%
Games
648

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

View augment details
PrismaticT251.39%2.66%648
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
51.30%
Pick Rate
2.05%
Games
499

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

View augment details
GoldT251.30%2.05%499
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
50.92%
Pick Rate
3.11%
Games
758

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

View augment details
GoldT250.92%3.11%758
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
50.78%
Pick Rate
3.70%
Games
900

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT250.78%3.70%900
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
50.50%
Pick Rate
4.89%
Games
1,190

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT250.50%4.89%1,190
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
50.31%
Pick Rate
4.68%
Games
1,139

Grants 60 ability haste .

View augment details
GoldT250.31%4.68%1,139
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.62%
Pick Rate
1.62%
Games
395

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

View augment details
PrismaticT249.62%1.62%395
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
49.11%
Pick Rate
2.55%
Games
621

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

View augment details
SilverT249.11%2.55%621
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
48.15%
Pick Rate
2.22%
Games
540

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
GoldT248.15%2.22%540
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
47.95%
Pick Rate
2.51%
Games
611

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

View augment details
SilverT247.95%2.51%611
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.93%
Pick Rate
2.14%
Games
522

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

View augment details
PrismaticT246.93%2.14%522
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.72%
Pick Rate
3.38%
Games
822

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

View augment details
PrismaticT246.72%3.38%822
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
46.62%
Pick Rate
2.43%
Games
592

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
GoldT246.62%2.43%592
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
44.49%
Pick Rate
3.80%
Games
926

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
SilverT244.49%3.80%926
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
57.20%
Pick Rate
1.06%
Games
257

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

View augment details
PrismaticT357.20%1.06%257
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
57.05%
Pick Rate
0.61%
Games
149

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
PrismaticT357.05%0.61%149
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
57.00%
Pick Rate
1.20%
Games
293

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
SilverT357.00%1.20%293
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
56.96%
Pick Rate
0.65%
Games
158

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

View augment details
GoldT356.96%0.65%158
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
56.13%
Pick Rate
1.51%
Games
367

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
SilverT356.13%1.51%367
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.56%
Pick Rate
0.55%
Games
135

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

View augment details
PrismaticT355.56%0.55%135
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
54.62%
Pick Rate
0.49%
Games
119

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

View augment details
SilverT354.62%0.49%119
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
54.32%
Pick Rate
0.67%
Games
162

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
PrismaticT354.32%0.67%162
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.50%
Pick Rate
1.35%
Games
329

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
PrismaticT353.50%1.35%329
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
51.86%
Pick Rate
1.43%
Games
349

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
SilverT351.86%1.43%349
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
50.85%
Pick Rate
0.48%
Games
118

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
SilverT350.85%0.48%118
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
50.63%
Pick Rate
0.65%
Games
158

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
SilverT350.63%0.65%158
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.38%
Pick Rate
1.08%
Games
262

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

View augment details
PrismaticT350.38%1.08%262
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
49.76%
Pick Rate
0.87%
Games
211

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

View augment details
GoldT349.76%0.87%211
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
49.49%
Pick Rate
1.20%
Games
293

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

View augment details
SilverT349.49%1.20%293
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
49.05%
Pick Rate
1.08%
Games
263

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

View augment details
GoldT349.05%1.08%263
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
48.34%
Pick Rate
1.36%
Games
331

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
GoldT348.34%1.36%331
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
48.15%
Pick Rate
1.00%
Games
243

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
GoldT348.15%1.00%243
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
47.97%
Pick Rate
1.01%
Games
246

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

View augment details
SilverT347.97%1.01%246
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
47.95%
Pick Rate
0.60%
Games
146

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
GoldT347.95%0.60%146
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
47.45%
Pick Rate
1.13%
Games
274

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

View augment details
SilverT347.45%1.13%274
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
47.43%
Pick Rate
1.12%
Games
272

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

View augment details
GoldT347.43%1.12%272
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.42%
Pick Rate
1.35%
Games
329

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

View augment details
PrismaticT347.42%1.35%329
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
47.16%
Pick Rate
0.72%
Games
176

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
SilverT347.16%0.72%176
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
46.77%
Pick Rate
0.51%
Games
124

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

View augment details
SilverT346.77%0.51%124
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
46.69%
Pick Rate
1.12%
Games
272

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

View augment details
SilverT346.69%1.12%272
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
46.65%
Pick Rate
1.29%
Games
313

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

View augment details
GoldT346.65%1.29%313
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.97%
Pick Rate
1.47%
Games
358

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

View augment details
PrismaticT344.97%1.47%358
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
44.67%
Pick Rate
1.39%
Games
338

Grants 50% critical strike chance .

View augment details
GoldT344.67%1.39%338
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
44.14%
Pick Rate
0.60%
Games
145

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

View augment details
GoldT344.14%0.60%145
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
43.84%
Pick Rate
0.60%
Games
146

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

View augment details
GoldT343.84%0.60%146
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
41.73%
Pick Rate
0.57%
Games
139

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT341.73%0.57%139
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
61.76%
Pick Rate
0.28%
Games
68

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

View augment details
PrismaticT461.76%0.28%68
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
60.87%
Pick Rate
0.28%
Games
69

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
PrismaticT460.87%0.28%69
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
57.65%
Pick Rate
0.35%
Games
85

Grants 3 random Dragon Souls .

View augment details
PrismaticT457.65%0.35%85
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
55.95%
Pick Rate
0.34%
Games
84

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

View augment details
GoldT455.95%0.34%84
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
53.68%
Pick Rate
0.39%
Games
95

Gain 15% omnivamp .

View augment details
SilverT453.68%0.39%95
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.70%
Pick Rate
0.30%
Games
74

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

View augment details
PrismaticT452.70%0.30%74
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
52.33%
Pick Rate
0.35%
Games
86

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

View augment details
SilverT452.33%0.35%86
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
51.09%
Pick Rate
0.38%
Games
92

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
GoldT451.09%0.38%92
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
50.00%
Pick Rate
0.22%
Games
54

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
GoldT450.00%0.22%54
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.35%
Pick Rate
0.32%
Games
77

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

View augment details
PrismaticT449.35%0.32%77
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.09%
Pick Rate
0.23%
Games
55

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
PrismaticT449.09%0.23%55
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.94%
Pick Rate
0.39%
Games
94

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
PrismaticT448.94%0.39%94
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.45%
Pick Rate
0.40%
Games
97

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

View augment details
PrismaticT448.45%0.40%97
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
47.83%
Pick Rate
0.38%
Games
92

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT447.83%0.38%92
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.37%
Pick Rate
0.31%
Games
76

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

View augment details
PrismaticT447.37%0.31%76
Trueshot Prodigy Trueshot Prodigy Trueshot Prodigy Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.84%
Pick Rate
0.32%
Games
79

Upon damaging an enemy while located at over 700 units away at the time of the hit, cast Ezreal's Trueshot Barrage in their direction. The barrage deals 100 – 350 (based on level) (+ 80% bonus AD) (+ 60% AP) magic damage to enemies it passes through (15 second cooldown). This augment is only offered to up to 1 player on each team for a given game.

View augment details
PrismaticT446.84%0.32%79
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
45.61%
Pick Rate
0.23%
Games
57

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
GoldT445.61%0.23%57
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
45.54%
Pick Rate
0.41%
Games
101

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
GoldT445.54%0.41%101
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
44.66%
Pick Rate
0.42%
Games
103

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT444.66%0.42%103
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
43.75%
Pick Rate
0.26%
Games
64

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
SilverT443.75%0.26%64
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
43.64%
Pick Rate
0.45%
Games
110

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
PrismaticT443.64%0.45%110
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.48%
Pick Rate
0.28%
Games
69

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

View augment details
PrismaticT443.48%0.28%69
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
42.00%
Pick Rate
0.41%
Games
100

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
GoldT442.00%0.41%100
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
41.77%
Pick Rate
0.32%
Games
79

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

View augment details
GoldT441.77%0.32%79
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.86%
Pick Rate
0.38%
Games
93

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

View augment details
PrismaticT440.86%0.38%93
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
39.76%
Pick Rate
0.34%
Games
83

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

View augment details
GoldT439.76%0.34%83
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
38.36%
Pick Rate
0.30%
Games
73

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

View augment details
GoldT438.36%0.30%73

Karthus Skill Combos

Extracted from the skill order guide

Skill Order
QEW

Normal order: start Q, take E second, take W third, then max Q > E > W, with R taken whenever it is available.

EQW

E/frontline or death-zone augments: switch to E > Q > W only when you can actually stay near enemies.

QWE

W/utility or setup augments: use Q > W > E when your team can punish every slow.

RQEW

Normal order: start Q, take E second, take W third, then max Q > E > W, with R taken whenever it is available.

Karthus Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Karthus counters these champions in ARAM: Mayhem.

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

Zyra Zyra Zyra T1
Tier
T1
Rank
#16
Win Rate
53.66%
Pick Rate
0.82%

Zyra is a zone-control mage who turns small spaces into a trap. She fights by dropping seeds, growing plants, and forcing enemies to walk through constant poke and bad angles. Her whole pattern is simple: set the ground first, then punish anyone who stays in your space too long. In ARAM: Mayhem, that style gets even better because fights are cramped and messy. Zyra loves grouped enemies, long standoffs, and opponents who cannot reset cleanly. Stay back, build your setup around choke points, and let the enemy walk into your plants. If they reach you first, you are still fragile, so spacing is what keeps you alive and lets your damage take over. View champion guide

Read counter details

Countered By

5

Karthus is countered by these champions in ARAM: Mayhem.

Sivir Sivir Sivir T3
Tier
T3
Rank
#78
Win Rate
50.30%
Pick Rate
0.72%

Sivir is a backline marksman built around safe waveclear, bouncing damage, and teamwide engage speed. She is not the longest-range carry, so her usual pattern is simple: clear the wave, tag clustered enemies with ricochets, block one key spell with her shield, then help the team sprint into a winning fight. In ARAM: Mayhem, Sivir feels more explosive because fights happen often and augments can sharpen her best habits: constant lane pressure, repeated poke through grouped targets, or faster cleanup once a fight breaks open. She is easy to start with, but she still needs discipline. If you waste your spell shield or stand too far forward, divers and hard engage can punish her quickly. Pick Sivir when your team wants a steady physical damage carry who can control minion waves and turn small openings into full-team chases. Play around your frontline, hit whoever is safe, and use your ultimate to start a clean engage or rescue a messy retreat. View champion guide

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

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

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

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

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

Vladimir Vladimir Vladimir T3
Tier
T3
Rank
#83
Win Rate
49.29%
Pick Rate
0.41%

Vladimir is a scaling AP battlemage who wins by staying alive longer than the enemy expects. He pokes and heals through trades, looks for clumped targets, then dives in with his burst window while using his untargetable pool to dodge the punish. In ARAM: Mayhem, the constant fighting suits him well, but it also gives enemies more chances to force his defensive tools early. Play the first waves patiently, farm safe damage, and do not spend pool just to look flashy. Once augments and items come online, Vladimir becomes a hard-to-kill teamfight threat who can clean up messy brawls if he enters after key crowd control is used. View champion guide

Read counter details

Karthus Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
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

Best All-around Engage Partner

Amumu gives Karthus the thing he wants most: grouped enemies who cannot instantly walk away. His engage naturally creates a clumped fight, and Karthus can move into range while enemies are busy answering the lockdown instead of spacing around him.

Jarvan IV Jarvan IV Jarvan IV T4
Tier
T4
Rank
#131
Win Rate
48.09%
Pick Rate
0.42%

Jarvan IV – The Exemplar of Demacia Jarvan IV is a dive-heavy engage tank who defines fights by isolating priority targets and forcing them to play his game. His entire identity revolves around the Dragon Strike + Demacian Standard combo, which lets him gap-close, knock up multiple enemies, and set up his ultimate for a death zone. In ARAM: Mayhem, he becomes one of the most consistent engage tools in the game because the mode's accelerated pace and frequent team fights mean his combo is almost always available when you need it. He plays best as a frontline initiator who creates openings for follow-up damage. You're not there to 1v1 carries—you're there to trap them with your team nearby. The Mayhem format favors his playstyle because the constant fighting gives him plenty of opportunities to land game-changing combos, and the gold acceleration helps him hit his tanky item spikes faster than on Summoner's Rift. What changes most in Mayhem is how forgiving his engage windows become. With ability haste more accessible and skirmishes happening non-stop, Jarvan can afford to be aggressive with his combo rather than waiting for the perfect moment. A decent knock-up into a well-placed Cataclysm often wins the fight outright when your team can collapse instantly. Just remember: your ultimate traps allies too, so don't isolate your own carries in the process. View champion guide

Traps Enemies Where Karthus Wants To Fight

Jarvan creates forced terrain and a clear dive target. That is extremely valuable for Karthus because enemies trapped in a small zone have fewer clean dodges against his ground damage, and they often burn mobility before Karthus commits fully.

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

Point-and-click Pressure For Guaranteed Follow-up

Leona gives Karthus a stable target. Her lockdown is not just engage; it also tells Karthus exactly where to aim and when to walk forward. That matters because Karthus loses value when enemies constantly kite at the edge of his range.

Seraphine Seraphine Seraphine T1
Tier
T1
Rank
#2
Win Rate
56.33%
Pick Rate
0.94%

Seraphine Seraphine is a backline mage-support who wins fights by stacking pressure, not by forcing one clean burst. She likes long trades, grouped enemies, and teammates who can follow up on her setup. If you play her well, you keep people at arm’s length, soften them up, and turn one good hit into a wider fight win. Her pattern is simple: stay safe, tag multiple targets, and use her crowd control and healing to keep your team moving. In ARAM: Mayhem, that plan gets even better because the fights are constant and everyone is packed together, so her teamfight value shows up fast. The flip side is that she is still vulnerable if enemies reach her first, so spacing and timing matter more than greed. View champion guide

Layered Control, Sustain, And Fight Extension

Seraphine helps Karthus in a different way from hard tanks. She extends fights with shields and healing, adds long-range crowd control, and makes it easier for Karthus to keep casting instead of dying before the real fight starts.

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

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

Converts Karthus Damage Into Executions

Karthus spreads damage across the whole enemy team, and Pyke loves fights where several enemies drop into kill range at once. Pyke also threatens hooks and flanks, which forces carries to move awkwardly and makes Karthus Qs easier to land.

Karthus Karthus Karthus T2
Tier
T2
Rank
#54
Win Rate
51.96%
Pick Rate
0.82%

Karthus is a long-range magic damage mage who turns messy fights into guaranteed pressure. His core pattern is simple: poke with repeated spells, control space with his zone, and keep dealing damage even after he dies. He is not picked to dodge every threat; he is picked to make every engage expensive. In ARAM: Mayhem, Karthus gets more chances to fight constantly, so his value comes from positioning near the action without wasting his death. Walk up when your team can follow, punish enemies grouped in the lane, and use your global ultimate to finish low-health targets after a brawl. If you die too early with no teammates nearby, the enemy can simply wait out your damage and reset. 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

Best All-around Engage Partner

Amumu gives Karthus the thing he wants most: grouped enemies who cannot instantly walk away. His engage naturally creates a clumped fight, and Karthus can move into range while enemies are busy answering the lockdown instead of spacing around him.

Karthus ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Death IntentA good death can be as simple as dying in the middle of three people without needing additional conditions or setup.A good death requires conditions: enemy dashes used, allied engage started, or low-health targets trapped near your body.Dying without conditions wastes your passive when enemies can easily escape.
Requiem TimingRequiem often cleans up after poke damage, pressed when enemies are low from earlier trades.Check for shields, heals, stasis-like saves, and augment-based survivability before pressing. Wait until defensive reactions are spent.Force enemy defenses first, then cast Requiem as a finisher.
Wall of Pain UsageWall is often used as poke setup, thrown early to enable damage or slow a push.Save Wall for the punish window. Drop it after an enemy commits forward, not before they decide their movement.Hold Wall until enemies commit to maximize its zoning value.
Snowball DecisionsKarthus can use Snowball aggressively because dying in the enemy team often creates value.Snowball is conditional. Use when target committed, team can follow, or landing puts your corpse in an inescapable choke.Check follow-up before recasting; bad Snowballs are just donations.
Teamfight PositioningKarthus can often stand at max range until someone makes a mistake, playing as backline artillery.Stand one step behind your engage or beside peel support. Max range becomes useless if fights move past you instantly.Controlled proximity matters more than passive distance in Mayhem.

Champion Analysis

Role / Current performance

Overview

In Hextech Mayhem (ARAM) mode, Karthus the Deathsinger is a ranged mage with powerful sustained AoE damage and devastating team fight presence. Karthus functions as a ranged AoE mage whose passive, Death Defied, allows him to continue casting spells for several seconds after dying. This passive ensures Karthus remains a damage threat even after death, potentially casting his ultimate from beyond the grave. His Q, Lay Waste, is his primary damage tool, striking a target area for magic damage that doubles if hitting only one target, providing excellent single-target and AoE damage. Karthus's W, Wall of Pain, creates a slow zone that reduces movement speed of enemies passing through. His E, Defile, creates a death zone around Karthus dealing continuous magic damage to nearby enemies, providing sustained AoE pressure. Karthus's ultimate, Requiem, is his signature ability, dealing massive magic damage to all enemy champions on the map regardless of position after a brief channel. In Hextech Mayhem, this global damage hits all five enemies simultaneously, making it one of the most powerful late-game team fight abilities. Karthus's global ultimate and death-defying passive make him one of the most feared mages in Hextech Mayhem. His unique identity centers on remaining a damage threat even after being killed, creating a distinctive strategic dynamic where enemies must consider whether eliminating Karthus early in a fight actually neutralizes his impact. The combination of sustained damage through Defile, poke and wave clear through Lay Waste, and the ever-present threat of Requiem gives Karthus consistent pressure throughout all phases of the game. Wall of Pain provides utility through its slowing effect, enabling Karthus to control enemy movement and set up kills for his team. The double damage mechanic on Lay Waste when hitting a single target rewards precision and makes Karthus threatening in both crowded team fights and isolated skirmishes. His ability to contribute meaningfully after death creates psychological pressure on opponents, as they know that killing Karthus does not immediately remove his damage output from the fight.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Karthus wins ARAM: Mayhem fights by making enemies pay for standing in the lane and making death inconvenient for them. He should not be played like a normal backline mage who must survive every exchange. His role is to soften targets before the commit, control the middle of the lane with repeated spell pressure, and choose deaths that still leave the team with damage, space, or a finishing window. Start fights by forcing movement rather than chasing kills. Aim poke where enemies want to walk next: toward health packs, behind their frontline, or into the narrow side of the bridge. If enemies sidestep damage, they give up lane space; if they hold position, they get chipped down for the real engage. Use the wall to split the first reaction by dropping it between the enemy frontline and backline when the team is ready to walk up. The best wall is often behind the target, cutting off help and making the escape route ugly. Do not be the first body in unless the team can immediately follow, since a solo early death usually gives enemies time to walk away from passive damage. When assassins dive the backline, step into the fight instead of instantly running backward. Karthus is awkward to burst because killing him does not remove his damage right away. Place the wall across the exit path after the enemy goes in, since a wall used too early can be ignored. Save global finishing pressure for after defensive tools are spent, as casting too early often turns the strongest cleanup into wasted pressure. The best escape is distance created before danger starts. Stand slightly behind the frontline, not beside them, to avoid giving enemy Snowball users the chance to tag both targets. When retreating, cast behind the enemy's chase line to put damage where they must walk to keep chasing. Accept a good death when escape is fake by walking toward the enemy backline or clustered carries before falling, since dying in the middle of the enemy team forces them to reposition while passive damage and teammates clean up. Control the center line but do not stand in it. Stand offset to one side to make enemy skillshots and Snowballs less likely to hit both Karthus and the frontline path simultaneously. Use minion waves as timing rather than cover, casting around where enemies will step to last-hit, clear, or contest push. Keep enough room from allies that one engage spell cannot start a full wipe. Use Snowball as a follow-up tool rather than a blind engage button. Wait for the frontline to start, for enemy mobility to be spent, or for a low-health target to be unable to punish the arrival. Snowball onto clustered enemies only when dying there wins the fight and the team is close enough to finish what the death starts. When behind, stop taking heroic Snowballs and play from the side of the tower, clearing waves and punishing enemies who overstep. Use wall to disengage first and kill second, since a defensive wall that saves a teammate can create more damage than an aggressive wall on a tank. Comeback fights come from enemy impatience, so keep the lane narrow, make them walk through repeated spells, and when they dive too far, die in the middle of them to turn the fight into a cleanup.

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Playstyle Guide

Playstyle / Team structure

Play guide

Karthus the Deathsinger must carefully manage space and health during the early levels to establish lane control without donating kills. Position just behind the front line, slightly off-center from the minion wave, forcing enemies to choose between dodging poke and last-hitting. Avoid standing mid-lane where hooks, stuns, and skillshots can land freely. Poke in short patterns, throwing spells where enemies want to walk, then immediately repositioning. The best early trades occur when enemies are locked into attacking minions, moving through chokes, or retreating from teammate poke. Early Snowball serves as a threat to punish immobile backliners who have already spent their dash or crowd control, not a default engage button. If your team is not ready, do not automatically take a Snowball hit on a healthy enemy, as early deaths that surrender wave control can lose the lane before your ultimate becomes relevant. First augment choices should solve the actual lane matchup, valuing safer poke or sustain against outranging opponents, or survivability and area damage in brawling lanes. Push when your team can protect you in the wave; stall when enemies have hard engage available or your team needs cooldowns, as a stalled wave near your side provides kiting room and makes enemy dives expensive. When ahead, use health advantages to stand closer to minions and force enemies to dodge through damage to farm. When behind, clear from safer angles, hold zone control for enemy engage, and survive until level 6 to find fights where your death leaves damage on multiple enemies. During mid game, Karthus becomes difficult to play against as the lane crowds and mistakes chain together. Stand close enough for area damage to matter, but not so close that a single engage removes you before fights start. Position behind your first engager or beside reliable crowd control champions, moving with your frontline. Poke should now create ultimate pressure, hitting enemies before real fights start and watching who retreats low versus who stays greedy. Predict escape routes rather than chasing current positions, as Mayhem enemies move fast and fights start suddenly. Snowball becomes a real weapon at this stage—take it when it puts you among multiple targets with your team committing, never into silence, suppression, knockback chains, or isolated deaths away from the fight. Mid-game augment choices should sharpen your role, taking engage or survival options if your team lacks engage, or damage and ultimate-enhancing choices if engage exists. Late game Karthus plays as a walking threat zone, staying near the front of your backline to punish dives without standing first in fog. Late trades focus on health thresholds and cooldowns, chipping enemies before objectives and watching for defensive tool usage. Late Snowball can win or throw games—use it to follow crowd control, punish trapped carries, or enter fight centers after enemy commitment. Never take long Snowballs into five ready opponents while your team clears behind you. If you need to die, die where enemies must stand to finish the fight, not behind them where they simply walk away. By late game, augment setup dictates fight patterns, with ultimate-focused builds tracking enemy defensive responses, close-range builds seeking controlled center deaths, and poke builds staying alive longer to create minefields enemies must cross. Push when enemies lack health, engage, or defensive cooldowns; stall when one death loses the game or your ultimate is unavailable. A patient Karthus closes games because low-health enemies cannot simultaneously defend and save themselves.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Karthus the Deathsinger excels when he forces enemies to fight inside his damage zone for longer than they can survive. His core strength lies in persistent area damage through Q and E, the zone control of Wall of Pain, and the global finish pressure of Requiem. However, his weaknesses are significant: he is vulnerable to crowd control chains that delete him before he can cast, struggles against enemies who appear from multiple angles, and loses value when he dies in positions where his passive damage hits nothing. The throw pattern for Karthus happens when he dies where no one has to stand in his damage, while the comeback starts when enemies cannot kill him without paying for it. When ahead, Karthus should not play like a fragile artillery mage hiding forever. He should step forward with his frontline, hold the middle of the lane rather than the very front, and make enemies spend mobility to escape his zone. Wall of Pain should be used to turn winning trades into forced fights by placing it across escape lines rather than directly on targets, making retreat slower and more predictable. Requiem serves as a fight closer rather than a panic button, best used after enemies have spent shields, heals, or defensive movement. A forward death can be excellent when the team has cooldowns up and enemies must group tightly to kill him, but dying first while allies are resetting or low only gives enemies space to run past his passive damage. When behind, Karthus becomes a wave control and health tax specialist. He should clear waves first and fight second, using Q from safe angles to slow structure pressure and buy time. His job is to stand where dying is still useful, meaning enemies must commit into his allies and spend resources before standing inside his damage to finish the fight. Wall of Pain should be saved for disengage unless an enemy makes a clear mistake, and Requiem should stabilize rather than gamble, converting low-health survivors into kills to stop the next push. Behind Karthus should let overextended enemies dive into his passive damage, creating trades or shutdowns rather than feeding clean kills. Augment choices should protect existing leads when ahead, prioritizing reliability, survivability, ability haste, mana stability, or safer casting over greedy damage options. When behind, augments should fix the specific reason for losing, whether that means defensive options against burst, mana and haste for sustained fighting, or tools that improve access and safety. The fundamental rule across both states is that Karthus wants enemies walking through him, not the other way around. He loses when he chases past his damage zone or dies isolated from his team, and he wins when every enemy commit costs health, cooldowns, or bodies.

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Champion Background

Lore / Identity / Text block

Background copy

Karthus the Deathsinger defines his ARAM: Mayhem identity through deliberate death timing and persistent area pressure rather than burst execution. His passive, Death Defied, transforms dying into a strategic phase where positioning determines value. Dying in the middle of a fight forces enemies to either leave the zone or take sustained damage while Karthus' team cleans up, while dying too far back or alone wastes the opportunity entirely. The best death pattern involves using W to slow and cut escape routes, activating E while enemies remain nearby, then casting Q repeatedly along paths enemies must take. If multiple enemies are already low, saving mental space for R after death often proves more valuable than panic-spamming Q. Q serves as Karthus' primary damage tool, separating useful Karthus players from background noise through consistent isolated-target hits. Success requires aiming where enemies are forced to step rather than where they currently stand, particularly against opponents moving quickly through Mayhem's chaotic fights. W makes Q significantly more reliable by creating a slowed path to target. E functions as a brawl button that taxes enemies for every second they remain in close range, but demands mana discipline since leaving it active without targets drains resources needed for real engagements. W acts as Karthus' primary setup tool rather than a panic button, strongest when cutting the lane in half across routes enemies want to travel. Proper placement across choke entrances, behind engaged enemies, or between frontline and backline creates scenarios where opponents must walk through slow, take Qs, and fight inside E longer than intended. Throwing W too early or at poor angles makes Karthus significantly easier to dodge and dive. R provides global finishing pressure that works best after enemies have spent shields, heals, untargetability, and defensive options. The channel leaves Karthus vulnerable, so casting from safety or during passive proves essential. Failed R casts remove Karthus' biggest threat window, allowing enemies to play at lower health and take greedier trades before his next opportunity. Throughout all phases, Karthus rewards forward positioning that threatens enemies even after death, while punishing players who die outside fights or waste resources on poor engagements.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Karthus wins Mayhem fights by making enemies pay for standing in his space, but several mechanical and decision errors undermine this game plan. The most common mechanical mistakes involve poor aim, resource mismanagement, and mistimed abilities. Spamming Lay Waste directly on a moving target's current position allows mobile enemies to walk out for free. Instead, Karthus should aim where targets must step next, using allied crowd control and narrow bridge spacing to make hits easier. Standing too far back while Defile is off fails to create the suffocating zone Karthus provides, allowing bruisers and tanks to walk past the frontline. Karthus should step up when the frontline commits and activate Defile when enemies are forced to fight in his area. Conversely, leaving Defile on while no one is in range burns resources before the real fight, leaving Karthus unable to maintain damage when enemies commit. Wall of Pain placed behind escaping enemies fails to affect key targets and makes Qs harder to land. Karthus should drop Wall across the path enemies want to take before they fully disengage or between their frontline and backline during engages. Requiem mistakes include casting while enemies have obvious ways to avoid or survive the damage, channeling in spots where enemies can interrupt, and using it only to chase kills that are already secured. Karthus should cast when enemies are already damaged, separated from healing, or stuck choosing between dodging the team and eating the channel, and should channel from fog or behind the team. After death, panicking and casting randomly during passive wastes the strongest part of Karthus's death pattern. Instead, Karthus should pick one priority: finishing a low-health carry, zoning the exit path, or stacking damage on enemies trapped near the body. Decision mistakes often stem from poor positioning and timing. Playing every death as good because Karthus has passive value gives enemies tempo and loses wave control. Karthus should die only when the location is valuable: inside multiple enemies, on top of a contested wave, or where the team can immediately punish. Ignoring wave state before a fight can win a small trade but lose turret pressure. Walking alone to fish for poke when assassins or hard engage are missing gets Karthus picked before the fight. Treating tanks as useless targets and always aiming past them misses easy damage and lets the frontline engage for free. Fighting before the team can benefit from the damage zone wastes passive pressure. Refusing to die when dying would win the fight lets enemies reset instead of being trapped in damage. Forgetting enemy counterplay after one good ultimate allows enemies to save shields, heals, and stasis effects for the next Requiem. The clean Karthus game is about choosing where the fight happens, making that space painful, and using death only when it traps the enemy longer than it costs the team.

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FAQ

Karthus

FAQ

Is Karthus a good pick in ARAM: Mayhem? Yes, Karthus is a strong pick when your team can survive long enough for his constant damage to matter. He is best when fights are messy, grouped, and extended, because he keeps dealing damage even after being focused. The tradeoff is that he has limited escape, so bad positioning turns him into free gold instead of a controlled damage threat. Should I play Karthus aggressively or safely? Play safely until the enemy commits, then step forward when your death would still buy a winning fight. Karthus is not useless when he dies, but dying before your team can follow up wastes his best pressure. If your frontline is missing, stay behind minions and punish enemies who walk into your zone instead of forcing the engage yourself. When should Karthus use Snowball? Use Snowball when landing it lets you enter a fight your team is already ready to win. Snowballing in alone usually gets you killed before your damage has enough time to stack up. The best use is to follow crowd control, punish a low-health backline, or reposition into the middle after enemies have already spent key interrupts.

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