ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T4 Rank #108

Cho'Gath ARAM Mayhem Build & Best Augments

Cho'Gath role and playstyle: baseline role is AP tank, 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. Hextech augment reliance: Low to medium: the base kit is functional, while premium augments noticeably improve consistency. Execution difficulty: Low execution: straightforward patterns make the champion approachable for newer ARAM players. 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.

Cho'Gath Cho'Gath the Terror of the Void Tank / Mage
TierT4
Rank#108
Win Rate47.84%
Pick Rate0.86%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
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

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 Rate46.95%
Pick Rate17.00%
#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 Rate48.94%
Pick Rate13.16%
#3
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

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

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.

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

+12 Magic Penetration +45 Move Speed

Win Rate45.83%
Pick Rate6.05%

Situational itemstop 12

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.

47.31%
Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

46.72%
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.

47.22%
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.

47.73%
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%.

47.93%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

47.07%
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.

44.61%
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%.

49.61%
Horizon Focus Horizon Focus Horizon Focus
Total Price
2,700
Price
600

+75 Ability Power +25 Ability Haste Hypershot Dealing Ability damage to champions at 600 range or greater Reveals them for 6 seconds. Focus When Hypershot is triggered, Reveal all other enemy champions within 1400 range of them for 3 seconds.

49.88%
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).

51.29%
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.

48.60%
Void Staff Void Staff Void Staff
Total Price
3,000
Price
1,050

+95 Ability Power +40% Magic Penetration

48.85%

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.

46.25%
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.

46.25%
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.

47.25%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

52.03%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

52.03%
Crystalline Bracer Crystalline Bracer Crystalline Bracer
Total Price
800
Price
100

+200 Health 100% Base Health Regen

52.03%

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

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).

Win Rate53.22%
Pick Rate18.01%
#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

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 Rate55.90%
Pick Rate9.77%
#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%.

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%.

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.

Win Rate51.38%
Pick Rate5.05%

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%.

53.26%
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).

54.13%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

53.57%
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.

51.00%
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.

54.47%
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.

54.02%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

51.86%
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.

54.36%
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.

53.12%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

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

53.41%
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.

50.48%
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.

57.54%

Starting items

Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

53.59%
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.

53.59%
Crystalline Bracer Crystalline Bracer Crystalline Bracer
Total Price
800
Price
100

+200 Health 100% Base Health Regen

53.59%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

54.61%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

54.61%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

53.39%
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.

53.39%

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
54.39%
Pick Rate
5.52%
Games
1,377

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
PrismaticT154.39%5.52%1,377
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
53.71%
Pick Rate
5.68%
Games
1,417

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
GoldT153.71%5.68%1,417
Upgrade Thornmail Upgrade Thornmail Upgrade Thornmail Silver
Rarity
Silver
Tier
T3
Win Rate
53.41%
Pick Rate
4.24%
Games
1,056

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
SilverT153.41%4.24%1,056
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.62%
Pick Rate
7.88%
Games
1,965

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
PrismaticT152.62%7.88%1,965
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
52.13%
Pick Rate
6.70%
Games
1,669

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

View augment details
GoldT152.13%6.70%1,669
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
51.46%
Pick Rate
14.59%
Games
3,636

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
GoldT151.46%14.59%3,636
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
51.34%
Pick Rate
10.60%
Games
2,643

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

View augment details
SilverT151.34%10.60%2,643
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
50.09%
Pick Rate
17.02%
Games
4,242

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

View augment details
SilverT150.09%17.02%4,242
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
49.81%
Pick Rate
23.11%
Games
5,762

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
GoldT149.81%23.11%5,762
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.37%
Pick Rate
7.30%
Games
1,819

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
PrismaticT149.37%7.30%1,819
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
49.24%
Pick Rate
12.61%
Games
3,144

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

View augment details
GoldT149.24%12.61%3,144
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
49.19%
Pick Rate
20.98%
Games
5,229

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

View augment details
GoldT149.19%20.98%5,229
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
48.86%
Pick Rate
4.41%
Games
1,099

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
SilverT148.86%4.41%1,099
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
48.73%
Pick Rate
5.22%
Games
1,301

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

View augment details
GoldT148.73%5.22%1,301
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
48.33%
Pick Rate
6.36%
Games
1,585

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
GoldT148.33%6.36%1,585
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.98%
Pick Rate
10.92%
Games
2,722

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

View augment details
PrismaticT147.98%10.92%2,722
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
47.37%
Pick Rate
8.76%
Games
2,185

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
GoldT147.37%8.76%2,185
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.90%
Pick Rate
4.40%
Games
1,096

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
PrismaticT146.90%4.40%1,096
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
46.52%
Pick Rate
4.10%
Games
1,021

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
SilverT146.52%4.10%1,021
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
46.51%
Pick Rate
11.90%
Games
2,967

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

View augment details
GoldT146.51%11.90%2,967
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
46.37%
Pick Rate
4.09%
Games
1,020

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
GoldT146.37%4.09%1,020
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
45.94%
Pick Rate
6.08%
Games
1,515

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT145.94%6.08%1,515
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
45.81%
Pick Rate
4.12%
Games
1,026

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
SilverT145.81%4.12%1,026
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
45.10%
Pick Rate
5.74%
Games
1,430

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
SilverT145.10%5.74%1,430
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
54.60%
Pick Rate
2.14%
Games
533

Gain 2 Stat Anvils .

View augment details
SilverT254.60%2.14%533
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.01%
Pick Rate
2.90%
Games
724

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

View augment details
PrismaticT254.01%2.90%724
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
53.71%
Pick Rate
3.67%
Games
916

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

View augment details
GoldT253.71%3.67%916
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
51.82%
Pick Rate
3.85%
Games
959

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

View augment details
SilverT251.82%3.85%959
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.45%
Pick Rate
2.50%
Games
622

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

View augment details
PrismaticT251.45%2.50%622
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.95%
Pick Rate
2.96%
Games
738

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
PrismaticT250.95%2.96%738
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
50.85%
Pick Rate
1.88%
Games
468

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT250.85%1.88%468
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
50.57%
Pick Rate
2.09%
Games
522

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
SilverT250.57%2.09%522
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
50.44%
Pick Rate
2.76%
Games
688

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
GoldT250.44%2.76%688
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
50.10%
Pick Rate
2.08%
Games
519

Gain 1750 upon acquiring this augment.

View augment details
GoldT250.10%2.08%519
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
50.00%
Pick Rate
2.75%
Games
686

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
GoldT250.00%2.75%686
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
49.63%
Pick Rate
2.68%
Games
669

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
SilverT249.63%2.68%669
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
49.60%
Pick Rate
2.52%
Games
629

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
GoldT249.60%2.52%629
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
49.29%
Pick Rate
2.25%
Games
560

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
GoldT249.29%2.25%560
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
48.95%
Pick Rate
2.48%
Games
617

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
GoldT248.95%2.48%617
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
48.90%
Pick Rate
2.92%
Games
728

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

View augment details
GoldT248.90%2.92%728
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
48.90%
Pick Rate
2.00%
Games
499

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

View augment details
GoldT248.90%2.00%499
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
48.88%
Pick Rate
1.96%
Games
489

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
PrismaticT248.88%1.96%489
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
48.56%
Pick Rate
2.92%
Games
729

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

View augment details
SilverT248.56%2.92%729
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
48.37%
Pick Rate
2.21%
Games
552

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

View augment details
GoldT248.37%2.21%552
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.25%
Pick Rate
3.32%
Games
827

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
PrismaticT248.25%3.32%827
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
48.08%
Pick Rate
3.04%
Games
757

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
GoldT248.08%3.04%757
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
47.99%
Pick Rate
3.00%
Games
748

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
GoldT247.99%3.00%748
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.97%
Pick Rate
2.07%
Games
517

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
PrismaticT247.97%2.07%517
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
47.57%
Pick Rate
2.07%
Games
515

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
SilverT247.57%2.07%515
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
47.29%
Pick Rate
4.00%
Games
998

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT247.29%4.00%998
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
47.17%
Pick Rate
2.13%
Games
530

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

View augment details
GoldT247.17%2.13%530
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
47.06%
Pick Rate
2.18%
Games
544

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
GoldT247.06%2.18%544
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
46.92%
Pick Rate
1.89%
Games
471

Grants 18% armor penetration and magic penetration .

View augment details
GoldT246.92%1.89%471
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
46.70%
Pick Rate
2.25%
Games
561

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
GoldT246.70%2.25%561
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.57%
Pick Rate
1.87%
Games
466

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
PrismaticT246.57%1.87%466
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
46.44%
Pick Rate
2.08%
Games
519

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
GoldT246.44%2.08%519
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.32%
Pick Rate
2.35%
Games
585

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

View augment details
PrismaticT246.32%2.35%585
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
45.84%
Pick Rate
2.36%
Games
589

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

View augment details
SilverT245.84%2.36%589
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
45.78%
Pick Rate
2.23%
Games
557

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

View augment details
SilverT245.78%2.23%557
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
45.34%
Pick Rate
3.10%
Games
772

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
GoldT245.34%3.10%772
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
45.19%
Pick Rate
3.29%
Games
821

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

View augment details
GoldT245.19%3.29%821
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
44.59%
Pick Rate
2.74%
Games
684

Grants 60 ability haste .

View augment details
GoldT244.59%2.74%684
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
44.10%
Pick Rate
2.21%
Games
551

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
SilverT244.10%2.21%551
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
43.32%
Pick Rate
2.37%
Games
591

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

View augment details
SilverT243.32%2.37%591
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
43.22%
Pick Rate
2.84%
Games
708

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
SilverT243.22%2.84%708
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
41.96%
Pick Rate
2.37%
Games
591

Gain ability haste equal to 30% AP .

View augment details
PrismaticT241.96%2.37%591
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
41.68%
Pick Rate
2.29%
Games
571

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
PrismaticT241.68%2.29%571
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.35%
Pick Rate
1.28%
Games
318

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
PrismaticT355.35%1.28%318
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
53.44%
Pick Rate
1.58%
Games
393

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
SilverT353.44%1.58%393
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
51.46%
Pick Rate
1.64%
Games
410

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
SilverT351.46%1.64%410
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
51.27%
Pick Rate
1.10%
Games
275

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
SilverT351.27%1.10%275
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.44%
Pick Rate
1.37%
Games
341

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

View augment details
PrismaticT350.44%1.37%341
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.00%
Pick Rate
1.40%
Games
350

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

View augment details
PrismaticT350.00%1.40%350
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
50.00%
Pick Rate
1.03%
Games
256

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
GoldT350.00%1.03%256
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
47.88%
Pick Rate
1.42%
Games
353

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT347.88%1.42%353
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.80%
Pick Rate
1.28%
Games
318

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

View augment details
PrismaticT347.80%1.28%318
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
47.29%
Pick Rate
1.85%
Games
461

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
SilverT347.29%1.85%461
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.13%
Pick Rate
1.61%
Games
401

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

View augment details
PrismaticT347.13%1.61%401
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.95%
Pick Rate
1.05%
Games
262

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
PrismaticT346.95%1.05%262
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
46.72%
Pick Rate
1.41%
Games
351

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
SilverT346.72%1.41%351
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.48%
Pick Rate
1.14%
Games
284

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
PrismaticT346.48%1.14%284
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
46.44%
Pick Rate
1.07%
Games
267

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT346.44%1.07%267
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.97%
Pick Rate
0.99%
Games
248

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
PrismaticT345.97%0.99%248
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
45.91%
Pick Rate
1.13%
Games
281

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

View augment details
GoldT345.91%1.13%281
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
45.76%
Pick Rate
1.42%
Games
354

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT345.76%1.42%354
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
45.04%
Pick Rate
1.13%
Games
282

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

View augment details
GoldT345.04%1.13%282
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
44.60%
Pick Rate
1.67%
Games
417

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
GoldT344.60%1.67%417
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
43.92%
Pick Rate
1.62%
Games
403

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
GoldT343.92%1.62%403
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.57%
Pick Rate
0.97%
Games
241

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

View augment details
PrismaticT343.57%0.97%241
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.19%
Pick Rate
1.03%
Games
257

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

View augment details
PrismaticT343.19%1.03%257
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.27%
Pick Rate
1.17%
Games
291

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

View augment details
PrismaticT342.27%1.17%291
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
41.65%
Pick Rate
1.56%
Games
389

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
PrismaticT341.65%1.56%389
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
40.67%
Pick Rate
1.44%
Games
359

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
SilverT340.67%1.44%359
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.38%
Pick Rate
1.27%
Games
317

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
PrismaticT340.38%1.27%317
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
38.31%
Pick Rate
1.18%
Games
295

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

View augment details
GoldT338.31%1.18%295
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
51.61%
Pick Rate
0.50%
Games
124

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

View augment details
SilverT451.61%0.50%124
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.53%
Pick Rate
0.38%
Games
95

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

View augment details
PrismaticT450.53%0.38%95
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
50.00%
Pick Rate
0.67%
Games
166

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
PrismaticT450.00%0.67%166
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
49.65%
Pick Rate
0.57%
Games
141

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
GoldT449.65%0.57%141
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
49.61%
Pick Rate
0.51%
Games
127

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

View augment details
SilverT449.61%0.51%127
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
49.52%
Pick Rate
0.42%
Games
105

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
SilverT449.52%0.42%105
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.99%
Pick Rate
0.79%
Games
198

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
PrismaticT448.99%0.79%198
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
48.48%
Pick Rate
0.79%
Games
198

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

View augment details
SilverT448.48%0.79%198
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
48.20%
Pick Rate
0.56%
Games
139

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

View augment details
SilverT448.20%0.56%139
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.11%
Pick Rate
0.43%
Games
106

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
PrismaticT448.11%0.43%106
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
47.54%
Pick Rate
0.49%
Games
122

Gain 15% omnivamp .

View augment details
SilverT447.54%0.49%122
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.18%
Pick Rate
0.57%
Games
142

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
PrismaticT447.18%0.57%142
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
47.11%
Pick Rate
0.49%
Games
121

Grants 50% critical strike chance .

View augment details
GoldT447.11%0.49%121
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
46.94%
Pick Rate
0.39%
Games
98

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
GoldT446.94%0.39%98
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
46.94%
Pick Rate
0.39%
Games
98

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

View augment details
GoldT446.94%0.39%98
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
46.89%
Pick Rate
0.71%
Games
177

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT446.89%0.71%177
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
46.09%
Pick Rate
0.46%
Games
115

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

View augment details
GoldT446.09%0.46%115
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
45.38%
Pick Rate
0.48%
Games
119

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

View augment details
SilverT445.38%0.48%119
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
45.23%
Pick Rate
0.80%
Games
199

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
GoldT445.23%0.80%199
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
44.96%
Pick Rate
0.52%
Games
129

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

View augment details
SilverT444.96%0.52%129
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
44.64%
Pick Rate
0.45%
Games
112

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT444.64%0.45%112
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.10%
Pick Rate
0.65%
Games
161

Grants 3 random Dragon Souls .

View augment details
PrismaticT444.10%0.65%161
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
42.54%
Pick Rate
0.91%
Games
228

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

View augment details
GoldT442.54%0.91%228
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.44%
Pick Rate
0.69%
Games
172

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
PrismaticT442.44%0.69%172
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
42.13%
Pick Rate
0.79%
Games
197

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
PrismaticT442.13%0.79%197
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
41.94%
Pick Rate
0.62%
Games
155

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
SilverT441.94%0.62%155
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
41.55%
Pick Rate
0.83%
Games
207

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

View augment details
GoldT441.55%0.83%207
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
41.42%
Pick Rate
0.96%
Games
239

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
PrismaticT441.42%0.96%239
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
41.30%
Pick Rate
0.74%
Games
184

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

View augment details
GoldT441.30%0.74%184
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
39.78%
Pick Rate
0.37%
Games
93

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
GoldT439.78%0.37%93
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
38.85%
Pick Rate
0.63%
Games
157

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

View augment details
SilverT438.85%0.63%157
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
37.50%
Pick Rate
0.64%
Games
160

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
SilverT437.50%0.64%160
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.94%
Pick Rate
0.34%
Games
85

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

View augment details
PrismaticT552.94%0.34%85
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
52.78%
Pick Rate
0.29%
Games
72

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

View augment details
GoldT552.78%0.29%72
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
50.79%
Pick Rate
0.25%
Games
63

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
SilverT550.79%0.25%63
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
50.75%
Pick Rate
0.27%
Games
67

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
SilverT550.75%0.27%67
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.57%
Pick Rate
0.28%
Games
70

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
PrismaticT548.57%0.28%70
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
44.83%
Pick Rate
0.23%
Games
58

Grants 60% bonus attack speed .

View augment details
SilverT544.83%0.23%58
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
44.00%
Pick Rate
0.30%
Games
75

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

View augment details
SilverT544.00%0.30%75
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.94%
Pick Rate
0.26%
Games
66

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
PrismaticT543.94%0.26%66
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
42.11%
Pick Rate
0.30%
Games
76

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
PrismaticT542.11%0.30%76
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
42.11%
Pick Rate
0.23%
Games
57

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
SilverT542.11%0.23%57
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
40.00%
Pick Rate
0.30%
Games
75

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT540.00%0.30%75
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
40.00%
Pick Rate
0.28%
Games
70

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

View augment details
PrismaticT540.00%0.28%70

Cho'Gath Skill Combos

Extracted from the skill order guide

Skill Order
RQWE

Normal order: R > Q > W > E.

REWQ

If your augment rewards extended melee uptime, empowered basic attacks, on-hit pressure, or staying glued to targets: consider R > E > W > Q or R > E > Q > W.

REQW

If your augment rewards extended melee uptime, empowered basic attacks, on-hit pressure, or staying glued to targets: consider R > E > W > Q or R > E > Q > W.

RQWE

Put points into R whenever it is available, then max Q first, W second, and E last.

Cho'Gath Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Cho'Gath counters these champions in ARAM: Mayhem.

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

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

Miss Fortune Miss Fortune Miss Fortune T3
Tier
T3
Rank
#97
Win Rate
49.69%
Pick Rate
1.26%

Miss Fortune is a straightforward marksman who wins fights by softening enemies with lane poke, then punishing grouped targets with a big channeled ultimate. She fits teams that can slow, root, stun, or zone enemies long enough for her damage to land, and she is easy to pick up because her best pattern is clear: hit from safety, keep moving, and fire when the enemy is forced to stand in a bad spot. In ARAM: Mayhem, fights break out faster and augments can make engages more explosive, so Miss Fortune has to be more careful with positioning than in a slower poke game. She is strongest when she plays behind her frontline, saves her channel for committed fights, and uses the narrow bridge to punish enemies who stack together. If assassins or divers are holding tools to interrupt her, she should bait those first, reposition, then ult after the punish window opens. View champion guide

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

Read counter details

Countered By

5

Cho'Gath 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

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

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

Gwen Gwen Gwen T1
Tier
T1
Rank
#3
Win Rate
54.24%
Pick Rate
0.33%

Gwen is a melee AP skirmisher who wins fights by cutting through the frontline, stacking up damage, and using her mist to make ranged champions play on her terms. She is not a simple dive assassin; she wants a short setup, then an extended fight where her snips and needle casts keep landing. In ARAM: Mayhem, Gwen benefits from the constant brawling because enemies are often grouped and forced to walk into her range. The tradeoff is that poke, crowd control, and burst arrive nonstop, so she needs clean timing: enter after key spells are used, fight inside her defensive zone, and keep moving forward only when she can keep hitting. Pick Gwen when your team can start fights or hold space for her, and avoid forcing alone into heavy disengage. View champion guide

Brand Brand Brand T1
Tier
T1
Rank
#5
Win Rate
54.19%
Pick Rate
1.21%

Brand is a ranged damage mage who wins fights by setting enemies up, lighting them on fire, and punishing anyone who stays grouped. He is easy to understand: land spells on clustered targets, follow up when they are already burning, and let the damage spread through the fight. In ARAM: Mayhem, Brand feels especially dangerous because teams collide often and the lane gives enemies fewer safe angles to dodge. His job is not to be the first one in. Stay behind your frontline, throw spells into choke points, and punish dives with quick burst when enemies commit too hard. Mayhem’s faster pace makes Brand less about slow poke and more about clean fight timing. If enemies stack together, he can take over a skirmish. If they spread out, dodge, or force him before he casts, he becomes much easier to kill. Play patient, aim at crowds, and turn every messy fight into a burn zone. 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

Read counter details

Cho'Gath Team Comp Highlights

Partner patterns extracted from the team comp guide

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

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

Synergy mechanism: Champions who can start from range or displace enemies make Cho'Gath much less dependent on walking straight at the enemy team. If an ally pulls, charms, roots, or knocks targets into a narrow lane, Cho'Gath can layer his own control where the enemy has fewer clean exits. Combo: Let the engager force the first defensive movement, then place Cho'Gath's knock-up on the escape path instead of directly under the target. If the target is caught, follow with silence to stop flash-style escapes, dashes, shields, or counter-engage, then move in for the execute threat if they drop low enough. Best scenario: This is best against poke and marksman-heavy teams that rely on spacing. They usually want Cho'Gath to waste his engage tool first. A long-range teammate flips that script by making them react before Cho'Gath commits. Enemy answer: The enemy will spread out, hold mobility, and bait the engage onto a tank or summoned frontline. They may also step forward briefly to draw Cho'Gath's control, then disengage once it is down. Failure risk and recovery: If the first catch misses, do not keep walking alone. Fall back to the nearest minion wave or ally zone, hold silence for the enemy's re-engage, and reset the fight around health packs or your backline. Cho'Gath is still valuable as a wall even after a missed opener. 2. Area damage mages who punish grouped targets Synergy mechanism: Cho'Gath creates clumps. His size, zone control, and threat of crowd control make enemies bunch near walls, minions, or their own backline. Area damage mages love that because they do not need Cho'Gath to solo-kill; they need him to hold people in a bad patch of ground long enough for damage to land. Combo: Wait until the mage places a zone or starts a high-impact cast, then use Cho'Gath's knock-up to keep priority targets inside it. Silence the target who can interrupt, dash out, or shield the team. If the enemy frontliner steps forward to block, punish them too; Cho'Gath can help burn tanks when the whole team is hitting the same trapped target. Best scenario: This pairing is excellent in choke fights around the center brush, turret approaches, and post-Snowball scrambles where enemy movement is already messy. Cho'Gath does not need a perfect engage when the ground behind the enemy is covered by allied damage. Enemy answer: Smart enemies will stop stacking and will force fights in open space. They may also send a diver around Cho'Gath to pressure the mage first, making Cho choose between peeling and chasing. Failure risk and recovery: The main risk is casting everything on the first target and leaving the mage exposed. If the enemy dive starts, turn immediately. Use silence and body-blocking to protect the mage, then re-engage after the diver is forced out or killed. A saved mage is often worth more than a low-health enemy escaping. 3. Reset marksmen and sustained backline carries Synergy mechanism: Cho'Gath gives carries time. He soaks attention, blocks forward movement, and threatens anyone who walks through him. Carries who scale with extended fights benefit the most because Cho'Gath can keep enemies in front of them rather than letting the fight collapse instantly. Combo: Play slightly ahead of the carry, not far ahead of the team. When an enemy diver commits, silence them before they complete their burst pattern, then use knock-up on their landing or retreat path. If the diver drops low, Cho'Gath can help secure the kill; if not, keep standing between the carry and the next threat. Best scenario: This is best against melee-heavy teams that must cross Cho'Gath to win. Every second they spend hitting him or walking around him is a second your marksman is free-firing. Enemy answer: The enemy will try to ignore Cho'Gath and attack from multiple angles. They may bait him forward with a low-health target, then collapse onto the carry once he is separated. Failure risk and recovery: The failure pattern is over-chasing. If Cho'Gath leaves his carry for a flashy finish and the enemy still has dive tools, the fight can flip fast. Recover by dropping the chase, returning to the carry's side, and using your threat as a no-go zone until allied damage is ready again. 4. Enchanters and defensive utility supports Synergy mechanism: Cho'Gath becomes much harder to remove when a teammate can heal, shield, speed him up, or cleanse pressure at the right moment. He often needs help closing the final gap, and defensive utility lets him survive the punish window after he commits. Combo: The support should buff Cho'Gath as he steps into enemy threat range, not after he is already forced out. Cho'Gath walks up, threatens knock-up and silence, then either commits if the enemy mispositions or backs off with the support's protection still buying space. Best scenario: This is strongest into poke, burn, and disengage teams. Cho'Gath can absorb the first wave of damage, heal or shield through it, then force the enemy to fight while their best tools are no longer available. Enemy answer: Enemies will try to bait the support cooldowns before committing. They may poke Cho'Gath until the enchanter spends protection, then engage during the gap. Failure risk and recovery: If protection is used too early, Cho'Gath should stop posturing forward. Give ground, let the next wave arrive, and hold crowd control for peel. The recovery is patience: force enemies to overextend into your team instead of trying to start a fight while your support tools are missing. 5. Follow-up assassins and burst divers Synergy mechanism: Cho'Gath is not always the fastest finisher, but he is excellent at making one enemy vulnerable. Assassins and divers can use his knock-up, silence, and body pressure to reach targets who would normally kite or escape. Combo: Cho'Gath should not blow everything before the diver is in range. First, threaten space and force the enemy carry to choose a direction. Once the diver commits, Cho'Gath cuts off the escape path with crowd control and silences the target or the nearest peel champion. The diver provides the burst, while Cho'Gath closes the door. Best scenario: This works best when the enemy has one or two fragile carries doing most of the damage. If those carries are forced to retreat through Cho'Gath's zone, the assassin gets a clean angle and Cho'Gath can help finish the target if they barely survive. Enemy answer: The enemy will clump around peel, hold defensive tools for the diver, and try to turn on Cho'Gath after his control is used. They may also send their tank forward to absorb the engage and deny access to the real target. Failure risk and recovery: The biggest risk is desync. If the diver goes too early, Cho'Gath cannot cover them. If Cho'Gath goes too early, the diver has no window left. Recover by switching to front-to-back play: punish the tank, protect your backline, and wait for the next enemy mistake instead of forcing a second bad dive.

Most needed team functions: Cho'Gath values reliable initiation, movement help, sustained backline damage, anti-dive peel, and at least one teammate who can punish enemies locked in place. He struggles most when his team has only short-range damage and no way to start fights cleanly. If allies can open the door or reward his zoning, Cho'Gath turns from a large target into the center of the fight.

Cho'Gath ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role and TempoPatient zone-control tank playing mid-to-backline, peeling for carries and fishing for catch opportunities with Rupture while surviving poke.Primary engage anchor creating chaos and absorbing burst immediately. Passive play loses the lane against augmented assassins hitting power spikes at minute three.Stop peeling and start engaging. You must create the first move or get overwhelmed.
Skill PriorityOften maxes Vorpal Spikes for sustained damage and wave clear, or splits points between Q and W for poke patterns.Max Rupture first for knockup to stop high-mobility augments. Feral Scream second for silence to shut down spell-spamming carries.Crowd control stops enemies; E damage cannot keep up with Mayhem's burst pace.
R Stack ValueGetting six or ten stacks is a milestone. Dying with high stacks is a disaster, so play safe to protect them.Stacks are temporary and devalued by augments. Use R to execute low-health targets and secure gold, not to build permanent stats.Do not play passively to preserve stacks. Augments provide more power than R stacks.
Death AcceptanceDying means losing your stacks and tempo. Avoid death to preserve your scaling raid boss status.Shorter death timers and higher gold make dying after successful engage acceptable. Trade your life for good initiation.If you land a good engage and get enemies low, dying is often a winning trade.
Item and Rune LogicBuilds tank with regeneration and resistances like Warmog's, Spirit Visage, and Thornmail. Grasp for trades.Prioritize ability haste over raw health. Anti-heal mandatory early. Phase Rush or Aftershock over Grasp based on augments.Pure tank fails against inflated damage. Build haste, utility, and early anti-heal to stay relevant.
Snowball UsageUsed cautiously, often to close distance after a good Q lands. Saved for measured engagements.Primary engage starter. Throw at backline, dash in, W for silence, then Q. Do not save for escape; pressure rewards aggression.Land Snowball and go in immediately. Hesitation loses fights in Mayhem's pace.

Champion Analysis

Role / Current performance

Overview

Cho'Gath the Terror of the Void functions as a tank engager and scaling tank in ARAM: Mayhem, distinguished by his infinite growth mechanic and powerful crowd control capabilities. His primary strategic value lies in his ability to absorb massive damage while controlling key targets through a combination of knockup, silence, and true damage. Cho'Gath excels in extended teamfights where he can grow increasingly difficult to kill as he secures R Feast executes on enemy champions. The champion's core identity revolves around R Feast, which devours an enemy champion for true damage and permanently increases Cho'Gath's maximum health. This infinite scaling mechanic makes him one of the most scaling tank champions available, rewarding aggressive play and successful execute attempts with ever-increasing durability. His Q Rupture provides AoE knockup for engagement and crowd control, while W Feral Scream delivers AoE silence that prevents enemy ability usage. E Vorpal Spikes adds sustained AoE damage during extended fights, giving him meaningful damage output alongside his tank function. Cho'Gath's classic ARAM combo is Q into W, where Q knockups enemies and W immediately silences them, preventing any ability usage during the combo sequence. This combination makes him effective at initiating fights and disrupting enemy formations. Players should use R on low-health enemies to secure kills and achieve permanent growth, prioritizing Feast opportunities throughout the match. During teamfights, E provides additional AoE damage that contributes to sustained pressure. The champion's strengths include R permanent growth potential, practical Q knockup for engagement, large W silence range for area denial, and extremely high tankiness once scaled. However, Cho'Gath has significant weaknesses that players must manage: slow movement speed, no mobility options, long ability windups that require prediction and setup, and the necessity to fight in melee range. These limitations make him vulnerable to kiting and require careful positioning during engagements. Cho'Gath's practical strategic value centers on his ability to serve as a durable frontline who becomes progressively harder to kill as the game continues. His crowd control toolkit of knockup and silence provides valuable utility for disrupting enemy compositions, while his true damage execute gives him kill pressure on low-health targets. Success with Cho'Gath requires landing Q consistently, managing the long windups on his abilities, and positioning aggressively enough to secure R Feast stacks while avoiding being kited or caught out due to his lack of mobility.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Cho'Gath wins Mayhem fights by controlling space and punishing enemy mistakes rather than simply absorbing damage. He creates threat zones where Rupture can catch movement, Feral Scream can stop casts, and Feast can execute overextended targets. Successful engage requires patience: walking up with the team to limit enemy paths before casting Rupture, rather than opening with raw abilities that alert enemies can dodge. Snowball creates better angles by marking targets during their commitments, then reactivating when retreat paths become predictable. Silence serves as a powerful engage tool against champions reliant on instant shields, blinks, or defensive casts. Counter-engage showcases Cho'Gath's strengths. Holding Rupture until divers commit their gap closers ensures the knock-up lands. Aiming Feral Scream to clip both the diver and supporting champions cuts off follow-up protection. Feast punishes enemies who burn mobility to reach the backline, with Cho'Gath body-blocking retreat and forcing the enemy team into difficult choices. Retreat requires early recognition that Cho'Gath's size makes him vulnerable to kiting. Backing out before ranged champions chain slows and poke prevents death. Defensive Rupture placement at Cho'Gath's feet or behind him forces pursuing bruisers to eat crowd control or give space. Snowball should only reposition when the landing spot offers genuine safety. Lane positioning matters significantly. Standing slightly off-center rather than dead middle improves Rupture coverage and silence angles while preventing Cho'Gath from blocking allied carries. Brush amplifies threat by hiding ability starts and Snowball angles. Target priority should focus carries, enchanters, and committed divers rather than frontline tanks, with Feast securing kills before peel or shields can save targets. Snowball timing requires patience. Marking enemies during their commitments, last-hits, or dodge attempts yields higher success than throwing at full-speed targets in open lane. Reactivating only when allies can follow prevents Cho'Gath from arriving alone and becoming free damage for the enemy. Artillery champions become vulnerable after stepping forward for poke. Augment effects should align with team timing. Crowd control rewards trigger when allies can burst, damage-taking augments activate after the enemy commits cooldowns, and ability-cast augments benefit from extended brawls where Cho'Gath resets line of sight between spells. Push and pull rhythm controls lane flow. Cho'Gath protects minions during pushes, gives ground when control tools are down, and freezes enemy advances when behind. Dive timing requires enemies to burn peel and mobility first, with quick Feast executes followed by diagonal exits. When losing, Cho'Gath slows the game by counter-engaging rather than chasing, protecting the strongest damage dealer, taking guaranteed executes over greedy ones, and using visible threat to buy seconds for the team.

Read full guide

Playstyle Guide

Playstyle / Team structure

Play guide

Cho'Gath the Terror of the Void thrives on controlled chaos rather than blind brawling in ARAM: Mayhem. His primary role involves holding space in front of carries, punishing enemies who overextend, and converting landed crowd control into Feast reset tempo swings. He should not be played as a pure poke champion or a reckless diver, but rather as a threat who forces enemies to choose between walking into Rupture, eating silence, or surrendering wave position. During levels 1 through 6, Cho'Gath must survive the poke lane while establishing brush control and setting up Feast. He should start slightly behind his first melee minions unless his team has stronger level-one engage, as his large size makes him easy to tag. His optimal early position is close enough to threaten Rupture but far enough back that missing does not force defensive use of Snowball or Flash. He should fish for Rupture when enemies stop to last-hit, cast, or navigate around minions, rather than throwing it on cooldown into already-moving targets. Early Snowball serves as a follow-up tool after enemies spend mobility or when teammates land crowd control, not as a solo engage button. If Cho'Gath lands Snowball on a healthy backliner without wave support, he arrives alone and gets kited. Early augment choices should address lane needs, prioritizing durability when frontline presence matters most. At levels 7 through 11, Cho'Gath converts picks into structure pressure and builds stack tempo. He takes more space, standing in the front third of his formation when cooldowns are ready, then pulling back after casting. Two-part trades become key: force movement with Rupture, then punish the chosen direction with silence or teammate damage. Against dash-heavy champions, he waits for dashes before casting Rupture. Mid-game Snowball becomes a real engage tool only with a plan, targeting enemies where silence can land immediately or Feast can finish them. Augment choices should match his role, prioritizing survival if he is the only frontline, or pick power if another tank exists. From levels 12 onward, Cho'Gath becomes the wall that forces bad paths and ends games after clean picks. He anchors the front line without drifting from damage dealers, positioning where enemy engage must pass through him. Late trades focus on cooldowns rather than chip damage, holding Rupture until enemy carries commit to animations or narrow paths, and saving silence for champions whose spells can turn fights. Late Snowball decides games and should be used as punish rather than a coin flip. After winning fights with multiple enemies down, Cho'Gath zones respawning opponents while carries hit structures. When behind, he stalls waves with safe zoning, forcing enemies to face Rupture threats while hitting turrets. His recovery pattern involves peeling for carries, silencing divers, Rupturing follow-up, and Feasting low targets before pushing waves. Cho'Gath wins Mayhem fights by making enemies traverse unfavorable space repeatedly until one mistake becomes a game-ending bite.

Read full guide

Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Cho'Gath the Terror of the Void excels at controlling space and making enemy movement costly, but his effectiveness shifts dramatically based on game state. When ahead, Cho'Gath should become a wall the enemy cannot pass, holding center brush and forcing opponents to choose between retreating or walking into rupture threat. The mere threat of rupture often creates more value than casting it, as enemies move poorly just to respect it. Cho'Gath wins ahead by chaining crowd control after teammates' abilities rather than overlapping everything at once, making one target unable to play long enough for the team to eliminate them. Feast should be used decisively on high-value targets when the fight has already started, as the reward includes health growth, lane pressure reset, and fear around future low-health targets. When ahead, Cho'Gath must avoid chasing past the enemy backline just because Feast is available, as kills without team follow-up turn into throws. Silence should not be wasted on tanks unless they are actively enabling the fight; it should stop carries' damage, supports' saves, or divers' follow-up spells. Snowball should not be taken into the backline if the enemy still has peel ready, as this pulls Cho'Gath away from his team and turns his large body into a free shutdown. When behind, Cho'Gath must stop being the first body in every fight and instead make enemy engages expensive. His rupture, silence, body-blocking, and Feast pressure remain useful without requiring him to be the richest champion. The critical mistake is pretending to tank the same way as when ahead. Cho'Gath should stand behind or beside the minion line rather than in front, using abilities to protect the wave clear instead of fishing constantly. When enemy divers commit onto the backline, Cho'Gath should turn immediately with silence and rupture rather than chasing the enemy backline, as behind teams win by punishing overreach. Augment choices should match game state. When ahead and winning front-to-back fights, durability, sustain, shielding, or health-scaling augments make Cho'Gath harder to remove and cover his weakness of being kited. When behind and dying before control matters, defensive recovery augments help him live long enough to cast a second spell. Ability-haste augments provide value through repeated denial, making it harder for enemies to push cleanly. Behind teams need layered answers rather than overlapping every defensive spell on the first target. Silence should target spell-reliant threats, rupture should zone the next champion's path, and Feast should be saved for real executes or emergency burst. Cho'Gath should not contest every piece of space if the cost is losing health for no trade, and should never start fights after his main damage dealer is chunked or dead. Recovery comes from preserving health, clearing what is possible, punishing the first overstep, and using Feast only when the kill is guaranteed.

Read full guide

Champion Background

Lore / Identity / Text block

Background copy

Cho'Gath the Terror of the Void is a tanky disruptor who wins Mayhem games by controlling space, absorbing burst, and scaling into a massive health wall. He does not rely on landing every skillshot to be useful, as even missed abilities create zones that enemies must respect. His core strategic function involves forcing bad fights, peeling for carries, and growing large enough that enemies exhaust their cooldowns attempting to kill him. His passive, Carnivore, transforms every minion wave into a healing station. The sustain values are amplified in Mayhem, making Cho'Gath surprisingly difficult to push out of lane. Last-hitting under tower keeps him healthy through poke wars, and the mana return enables frequent ability use. In extended teamfights, positioning near dying minions provides small heals that can leave him healthier than when the fight began. However, enemies can deny this sustain by freezing waves or killing minions before he reaches them. Rupture serves as his primary zoning and engage tool. The delayed knock-up requires prediction or teammate setup to land reliably, but even missed casts force enemies to reposition. The ability cuts off escape routes, punishes overextended frontliners, and disrupts enemy backlines. Missing Rupture leaves Cho'Gath vulnerable to engage for several seconds, so he must keep it available when enemies have engage ready. Feral Scream is his anti-combo tool, an instant cone-shaped silence that stops flashes, dashes, and ability-based escapes. It cannot be dodged by reaction, only avoided through positioning. The silence duration increases with rank, making it more valuable than extra damage from his other abilities. Wasting Feral Scream on targets with no important abilities allows assassins to dive his backline without fear of being silenced. Vorpal Spikes provides consistent damage and wave clear through a toggle-on ability that adds area damage to basic attacks. In Mayhem, the spikes are wider and hit harder, making Cho'Gath dangerous in close-range brawls. The area damage triggers his passive more often through faster wave clear. Feast is his scaling engine and finisher. Unlike standard modes, Cho'Gath keeps his stacks when he dies in Mayhem, meaning every successful Feast permanently increases his tankiness. This mechanic is the core of his Mayhem power, rewarding aggressive stack building throughout the game. Using Feast too early and failing to kill leaves him without his finisher during a long cooldown window, creating an opportunity for enemies to turn and fight. Cho'Gath's success in Mayhem comes from presence and cooldown management. Land Rupture to disrupt, use Feral Scream to silence key targets, and grow with Feast until becoming an unkillable wall that outlasts almost anything enemies throw at him.

Read full guide

Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Cho'Gath wins Mayhem fights by making space, punishing clumped targets, and turning one good crowd-control chain into a safe finish. Most bad games come from forcing too early, missing the first spell, or using Feast like a panic button instead of a secure execute. He should be played like a threat that walks forward with backup, not like a lone monster that can ignore five enemies. Mechanically, throwing Rupture directly under a moving enemy with no setup allows them to sidestep, eliminating engage threat and inviting free damage. Rupture should be cast where enemies must move next, such as behind a retreating carry, on a slowed target, or after an ally has forced movement. If it misses, backing up and waiting is better than chasing. Opening with Feral Scream too early while outside follow-up range wastes the silence window and leaves the team unprotected. The silence should be held until the target is about to dash, cast a key spell, or answer allied burst. Pressing Feast on the first low-health target without confirming they are truly committed or controlled risks losing the biggest finishing threat. Snowballing into the backline before crowd control is ready results in arriving alone, getting kited, and spending everything to survive. Snowball should be treated as a delivery tool for a planned combo. Standing still after casting Rupture gives enemies a clean target; Cho'Gath should move as the spell travels so his body is in the right place when crowd control connects. Auto-attacking the nearest tank while spells aim at the backline splits damage and threat across different targets, so targets should be matched to the plan. Dumping every spell into spell shields or defensive reactions wastes the full combo, so defenses should be baited first. Decision mistakes often revolve around team coordination and positioning. Picking fights while the team is spread across the lane creates situations where nobody can follow up on crowd control. Engages should start only when allies are close enough to hit controlled targets. Playing permanently in front just because Cho'Gath is large and durable invites free poke before the real fight. Brush, minions, and short forward steps should be used to threaten without donating health. Chasing kills past the enemy team after landing one good spell leaves carries exposed and invites re-engagement through the gap. After a hit, the threat of Feast and silence should be used to zone while allies take safer damage. Saving Feast forever for the perfect champion execute misses real kill windows and loses pressure. Building or augmenting with no plan for how to enter fights results in being either a slow damage sponge or a greedy threat that dies too quickly. Ignoring enemy disengage and mobility when choosing the first target wastes crowd control on enemies who can simply leave. Fighting in narrow space without checking whether the team can also stand there blocks allies and turns Cho'Gath's size into a problem. Treating every missed Rupture as a lost fight and instantly backing away surrenders lane space for free. Cho'Gath can still zone even when the first spell fails. Diving a low-health target while an enemy diver is already on the backline might trade one kill but loses carries and makes the fight unwinnable. The safe rule is simple: do not spend Cho'Gath's control unless it changes the next few seconds of the fight. Missed spells are recoverable, but bad positioning after the miss is what gets you killed. Stay connected to your team, force enemies to walk through your threat, and use Feast to end fights cleanly instead of starting desperate ones.

Read full guide

FAQ

Cho'Gath

FAQ

Is Cho'Gath strong in ARAM: Mayhem? He is a tanky powerhouse who scales into a mid-to-late game monster. Mayhem's accelerated gold and experience let him stack health faster than on Summoner's Rift. The tradeoff is that he lacks the early damage of pure bruisers or mages, so you must survive the initial poke phase. What is the best skill order? Start with Vorpal Spikes (E) for wave control and sustained trading. Max Rupture (Q) first for the knock-up duration and zone control, then follow with Feral Scream (W). If the enemy team is full poke, you may need points in W earlier just to silence them and close the gap. How do I reliably land Rupture (Q)? Cast it on yourself or slightly behind you when melee enemies chase. The animation delay means you need to predict movement, not react to it. You can also use Snowball to gap close, wait for their flash or dash, then drop Q where they land.

Read full guide

Latest Guides

Latest Blog Guides

Blog articles