Normal order: R > W > E > Q.
Recommended Build
Items / Win rate / Pick rate
Build Setup
26.9Core items
- 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.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- 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.
- 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.
- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Total Price
- 2,700
- Price
- 600
+350 Health +50 Armor +10 Ability Haste Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds.
- 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.
- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
- Total Price
- 2,700
- Price
- 600
+350 Health +50 Armor +10 Ability Haste Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds.
Situational itemstop 12
- 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.
50.11%- Total Price
- 1,250
- Price
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
49.83%- 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.
51.68%- 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.
50.50%- 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%.
46.89%- Total Price
- 2,700
- Price
- 600
+350 Health +50 Armor +10 Ability Haste Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds.
48.82%- 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).
51.27%- Total Price
- 1,200
- Price
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
51.25%- 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.
51.56%- 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.
51.12%- 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.
49.25%- Total Price
- 2,800
- Price
- 750
+400 Health +55 Magic Resist +4% Move Speed Steadfast: Gain 70 Magic Resist and 6% bonus Move Speed after taking magic damage from Champions 8 times.
53.54%Starting items
- Total Price
- 400
- Price
- 400
+150 Health
49.67%- Total Price
- 150
- Price
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
49.67%- Total Price
- 800
- Price
- 200
+30 Armor Thorns When hit by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
49.67%- Total Price
- 300
- Price
- 300
+15 Armor
52.07%- Total Price
- 800
- Price
- 200
+30 Armor Thorns When hit by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
52.07%- Total Price
- 900
- Price
- 500
+350 Health
47.19%- Total Price
- 400
- Price
- 400
+150 Health
47.19%Best ARAM Mayhem Augments
Hextech recommendations / Combo value
| Name | Rarity | Tier | Pick Rate | Games | |
|---|---|---|---|---|---|
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 | Prismatic | T1 | 57.30% | 8.91% | 993 |
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 | Silver | T1 | 55.61% | 10.79% | 1,203 |
Gain one random Prismatic augment, excluding the other two offerings in your current assortment. View augment details | Gold | T1 | 55.53% | 6.82% | 760 |
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 | Prismatic | T1 | 53.79% | 9.82% | 1,095 |
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 | Prismatic | T1 | 53.68% | 7.55% | 842 |
Basic attacks deal bonus physical damage equal to 3. 5 % of your maximum health . View augment details | Silver | T1 | 52.74% | 9.17% | 1,022 |
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 | Gold | T1 | 51.74% | 5.43% | 605 |
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 | Gold | T1 | 51.60% | 8.15% | 909 |
Gain the Aftershock and Glacial Augment keystone runes. View augment details | Gold | T1 | 50.68% | 11.15% | 1,243 |
Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health . View augment details | Gold | T1 | 50.24% | 18.41% | 2,052 |
Grants 35% bonus health , 15% adaptive force , and 50% increased size. View augment details | Prismatic | T1 | 50.00% | 11.23% | 1,252 |
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 | Silver | T1 | 49.85% | 6.03% | 672 |
Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ). View augment details | Gold | T1 | 49.81% | 19.39% | 2,162 |
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 | Gold | T1 | 49.77% | 25.88% | 2,885 |
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 | Silver | T1 | 49.23% | 7.03% | 784 |
Gain 1500 bonus health , but reduce your damage output by 10%. View augment details | Gold | T1 | 48.69% | 21.17% | 2,360 |
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 | Silver | T1 | 48.67% | 5.73% | 639 |
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 | Prismatic | T1 | 48.39% | 6.14% | 684 |
Grants the Mountain Dragon Soul , or a different Dragon Soul if you aleady have it. View augment details | Silver | T1 | 48.31% | 4.23% | 472 |
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 | Silver | T1 | 48.04% | 12.79% | 1,426 |
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 | Prismatic | T1 | 47.70% | 9.55% | 1,065 |
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 | Silver | T1 | 47.44% | 6.30% | 702 |
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 | Gold | T1 | 45.92% | 20.90% | 2,330 |
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 | Silver | T1 | 44.99% | 6.98% | 778 |
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 | Gold | T2 | 57.74% | 2.14% | 239 |
Gain 50 bonus movement speed and 40% slow resist . View augment details | Silver | T2 | 57.69% | 1.63% | 182 |
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 | Prismatic | T2 | 55.60% | 2.40% | 268 |
Gain two completely random augments, excluding the other two offerings in your current assortment. View augment details | Prismatic | T2 | 55.56% | 2.02% | 225 |
Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled. View augment details | Gold | T2 | 55.25% | 2.65% | 295 |
Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. View augment details | Gold | T2 | 54.44% | 3.13% | 349 |
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 | Gold | T2 | 52.94% | 2.13% | 238 |
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 | Silver | T2 | 52.54% | 2.48% | 276 |
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 | Prismatic | T2 | 51.88% | 2.63% | 293 |
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 | Prismatic | T2 | 51.72% | 1.56% | 174 |
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 | Gold | T2 | 51.57% | 2.57% | 287 |
Gain one random Gold augment, excluding the other two offerings in your current assortment. View augment details | Silver | T2 | 51.22% | 3.31% | 369 |
Gain 1750 upon acquiring this augment. View augment details | Gold | T2 | 51.12% | 1.60% | 178 |
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 | Gold | T2 | 50.98% | 1.37% | 153 |
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 | Gold | T2 | 50.18% | 2.45% | 273 |
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 | Silver | T2 | 50.00% | 1.33% | 148 |
Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions. View augment details | Silver | T2 | 49.61% | 1.16% | 129 |
Gain 2 Stat Anvils . View augment details | Silver | T2 | 49.27% | 1.84% | 205 |
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 | Prismatic | T2 | 48.65% | 1.33% | 148 |
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 | Gold | T2 | 48.59% | 1.59% | 177 |
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 | Gold | T2 | 48.40% | 2.52% | 281 |
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 | Prismatic | T2 | 48.38% | 2.76% | 308 |
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 | Prismatic | T2 | 48.36% | 1.09% | 122 |
Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) . View augment details | Gold | T2 | 48.25% | 2.83% | 315 |
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 | Prismatic | T2 | 47.85% | 1.67% | 186 |
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 | Prismatic | T2 | 47.68% | 1.35% | 151 |
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 | Silver | T2 | 47.42% | 2.95% | 329 |
Grants 100 item haste , which is equivalent to 50% cooldown reduction for items. View augment details | Gold | T2 | 47.00% | 4.18% | 466 |
Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds. View augment details | Silver | T2 | 46.96% | 1.62% | 181 |
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 | Gold | T2 | 46.27% | 2.40% | 268 |
Gain 25% (+ 35% per 100 bonus armor) (+ 35% per 100 bonus magic resistance) heal and shield power . View augment details | Prismatic | T2 | 46.11% | 2.88% | 321 |
Your abilities apply on-hit effects (1 second cooldown per target). View augment details | Gold | T2 | 46.05% | 1.36% | 152 |
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 | Gold | T2 | 45.45% | 1.09% | 121 |
Your champion's second basic ability (W) gains 100 ability haste . View augment details | Gold | T2 | 45.33% | 2.02% | 225 |
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 | Gold | T2 | 44.87% | 2.80% | 312 |
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 | Prismatic | T2 | 44.16% | 1.77% | 197 |
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 | Gold | T2 | 43.37% | 1.76% | 196 |
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 | Silver | T2 | 43.04% | 3.48% | 388 |
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 | Gold | T2 | 43.03% | 3.02% | 337 |
Your champion's third basic ability (E) gains 100 ability haste . View augment details | Gold | T2 | 41.01% | 1.25% | 139 |
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 | Gold | T2 | 40.63% | 2.87% | 320 |
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 | Prismatic | T3 | 57.58% | 0.59% | 66 |
Gain 15% omnivamp . View augment details | Silver | T3 | 55.77% | 0.47% | 52 |
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 | Silver | T3 | 55.68% | 0.79% | 88 |
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 | Prismatic | T3 | 55.00% | 0.54% | 60 |
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 | Prismatic | T3 | 54.81% | 0.93% | 104 |
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 | Silver | T3 | 53.33% | 1.08% | 120 |
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 | Silver | T3 | 51.30% | 1.03% | 115 |
Gain 60 ability haste , increased by 3 each time you score a champion takedown . View augment details | Prismatic | T3 | 50.00% | 1.00% | 112 |
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 | Prismatic | T3 | 47.17% | 0.48% | 53 |
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 | Prismatic | T3 | 47.06% | 0.46% | 51 |
Casting your ultimate ability grants you an aura for 2 seconds, growing in size over the duration to up to 500 units. After the duration, you taunt all enemies within the aura for 2 seconds and gain 50% damage reduction for the same duration (30 second cooldown). Additionally, gain 30 ultimate haste. Aura is activated once the ultimate's effect starts or has elapsed. View augment details | Prismatic | T3 | 47.00% | 0.90% | 100 |
Your current augments transform into an equal number of completely random Prismatic ones. View augment details | Prismatic | T3 | 46.96% | 1.03% | 115 |
Your champion's first basic ability (Q) gains 100 ability haste . View augment details | Gold | T3 | 45.88% | 0.76% | 85 |
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 | Prismatic | T3 | 45.88% | 0.76% | 85 |
Grants bonus movement speed equal to 70% ability haste . View augment details | Gold | T3 | 45.83% | 0.65% | 72 |
Grants 60 ability haste . View augment details | Gold | T3 | 44.95% | 0.98% | 109 |
Gain the Fleet Footwork and Grasp of the Undying keystone runes. View augment details | Gold | T3 | 44.93% | 0.62% | 69 |
Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ). View augment details | Silver | T3 | 44.83% | 1.04% | 116 |
You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp . View augment details | Gold | T3 | 44.44% | 0.48% | 54 |
Grants a spell shield that blocks the next hostile ability (30 second cooldown, timer does not restart from champion damage taken). View augment details | Silver | T3 | 41.94% | 0.56% | 62 |
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 | Prismatic | T3 | 41.89% | 0.66% | 74 |
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 | Silver | T3 | 41.44% | 1.00% | 111 |
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 | Gold | T3 | 41.38% | 0.52% | 58 |
Your spinning abilities deal 30% increased damage and have their cooldown reduced equivalent to 30 ability haste. View augment details | Silver | T3 | 40.45% | 0.80% | 89 |
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 | Gold | T3 | 38.57% | 0.63% | 70 |
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 | Gold | T3 | 38.10% | 0.57% | 63 |
Grants bonus health equal to 50% maximum mana . View augment details | Silver | T3 | 36.54% | 0.47% | 52 |
Dashing or blinking grants 12 bonus armor and bonus magic resistance , stacking up to 5 times for a total of 60 bonus resistances. Stacks are reset every 60 seconds since acquiring the augment. View augment details | Gold | T3 | 32.08% | 0.48% | 53 |
Rammus Skill Combos
Extracted from the skill order guide
Engage, movement, dash, Snowball-enhancing, or speed-focused augments: consider R > E > W > Q only if you are already reaching targets safely.
Max W first, max E second, and leave Q for last unless the game gives you a clear reason to play as a pure engage bot.
Rammus Counters
Counters and threats extracted from the matchup guide
Counters
5Rammus counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Rammus is countered by these champions in ARAM: Mayhem.
Read counter detailsRammus Team Comp Highlights
Partner patterns extracted from the team comp guide
Follow-up burst mages: Lux, Ziggs, Vel'Koz, Brand
Rammus forces a target to stand and fight him, which gives skillshot mages a much cleaner damage window. He does not need them to walk forward first; he creates the angle, then they fire over him.
Reset and execution carries: Jinx, Kai'Sa, Samira, Katarina
Rammus is excellent at creating the first messy low-health target. Reset champions love that. They do not need him to kill anyone alone; they need him to pin one enemy long enough for the first takedown or force the backline to burn escape tools.
Enchanters and defensive supports: Lulu, Karma, Milio, Janna
Rammus can reach fights, but he still needs help staying useful after the first impact. Shields, speed, cleansing-style protection, knockback, and disengage let him commit harder without turning into a one-way trip.
Layered engage and area control tanks: Malphite, Amumu, Ornn, Leona
Rammus is strong at starting a pick or forcing a carry to panic, but another engager can make the fight impossible to cleanly disengage from. Double front line also stops enemies from simply walking past Rammus into his backline.
Physical damage carries who need peel: Kog'Maw, Vayne, Aphelios, Twitch
Rammus is not only an engage tank. Into dive or melee-heavy teams, he becomes a bodyguard who makes attacking his carry painful and risky. His point-and-click-style lockdown threat is valuable when assassins or bruisers must enter a narrow ARAM lane to reach the backline.
Team functions Rammus needs most
Reliable follow-up damage: Rammus can start the problem, but teammates must finish it. Pick champions who can hit the target he locks down without walking into the whole enemy team.
Rammus ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Rammus acts as a counter-engage tank or anti-AD frontliner who punishes auto attackers and forces carries to respect his taunt range. | He becomes a disruption starter and repeat-fight enabler who starts fights more often and punishes sloppy spacing harder when augments support it. | Shift from patient counter-engage to active disruption; use augments to enable frequent, sharp engages. |
| Taunt Prioritization | He often commits to the first misstep by an enemy marksman or melee diver, using his full combo to punish the error. | Taunt becomes a high-value decision best saved for carries, reset champions, or divers during their commit, rather than the nearest tank. | Save taunt for the target that actually wins the fight; do not waste it on low-value tanks. |
| Defensive Ball Curl | Players often press the ability immediately upon arrival, relying on the durability to soak damage during the engage. | Requires discipline; activate only when damage is actually incoming or you are being focused to avoid getting kited. | Wait until enemies commit damage before activating; do not pop it early while closing distance. |
| Engage Angles | Rolling straight down the lane can work effectively when enemies lack space to dodge the obvious engage path. | Straight rolls are easily punished by stronger augments and burst; use brush, side angles, or engage after enemy cooldowns. | Avoid predictable straight rolls; use brush and side angles to avoid getting deleted. |
| Ultimate Usage | The ultimate is often used simply to finish an engage or chase targets through the narrow lane. | Use it as a zone tool to split fights, force backline movement, or cut off escape paths rather than just chasing. | Ult to split enemy formation and make their positioning awkward, not just for damage. |
| Snowball Discipline | Snowball serves as a backup engage option when Powerball is blocked by the minion wave. | Landing the mark is an option, not an obligation; recast only if allies can follow, or use it defensively to peel. | Do not recast Snowball into five enemies; check ally distance and enemy cooldowns first. |
Champion Analysis
Role / Current performance
Rammus the Armordillo excels in ARAM: Mayhem as a tank engager and taunt tank, using his signature crowd control to disrupt enemy damage dealers and create kill opportunities for his team. His core strategic value centers on E, Frenzying Taunt, which forces an enemy champion to attack him. Taunting the enemy ADC or mage stops their damage output entirely, enabling easy kills during teamfights. This makes Rammus particularly effective at neutralizing priority targets and protecting his team from high-damage threats. His engage pattern relies heavily on Q, Powerball, which provides rolling engage and damage. The classic ARAM combo for Rammus is Q into E: roll into the enemy backline using Q, then immediately cast E to taunt a priority target. This combination allows Rammus to bypass frontline defenders and directly threaten squishy damage dealers. W, Defensive Ball Curl, synergizes powerfully with his taunt by granting bonus armor and reflecting damage. After taunting an enemy ADC, activating W reflects their auto-attack damage back at them, punishing opponents for the forced attacks. R, Tremors, adds AoE magic damage during teamfights, contributing additional damage while Rammus absorbs enemy focus. Rammus brings several notable strengths to ARAM. His practical E taunt provides reliable crowd control on a single target, while his Q engage offers flexibility for initiating fights. The damage reflection from W makes him particularly effective against auto-attack reliant champions, and his overall tankiness allows him to absorb massive amounts of damage for his team. These qualities make him a valuable frontline presence who can dictate the flow of engagements. However, Rammus has clear weaknesses that players must consider. He deals low damage overall, meaning he relies heavily on teammates to follow up on his engages. His slow movement speed outside of Powerball makes him vulnerable to kiting when his abilities are on cooldown. He also has low magic resistance, leaving him susceptible to magic damage dealers. His ultimate ability deals only average damage, limiting his kill pressure compared to other tank options. In practical terms, Rammus functions best when his team needs a dedicated engager who can isolate and neutralize key enemy threats. His straightforward kit rewards decisive engages and proper target selection, making him accessible for players who understand positioning and timing. Success with Rammus comes from identifying which enemy champion poses the greatest threat and using his QE combo to remove that threat from the fight, then surviving long enough with W and R to let his teammates capitalize on the disruption.
Core Tips
Long-form tips / Play pattern
Rammus wins fights by choosing the crash site rather than rolling in just because Powerball is available. In ARAM: Mayhem, where players are grouped and damage is high, one bad engage can become a full wipe. Look for targets that have already used a dash, stepped past their front line, or moved close enough that your team can hit them during your taunt. If your backline cannot follow, your engage is only a donation. Start fights from fog, brush, or behind your minion wave. If the enemy sees the full Powerball path, they can spread, block you with a tank, or save crowd control for your arrival. Roll from an angle so the carry must move sideways into your team or backward away from the wave. Do not always hit the first champion. If a tank walks forward to body-block, curve around only when safe. If curving would put you under five enemies with no follow-up, take the frontliner, taunt them, and let your team burn the closest target instead. Layer your engage rather than dumping everything at once. Powerball gets you in, taunt locks the priority target, Defensive Ball Curl keeps you alive, and ultimate is strongest when it follows a committed fight or catches multiple enemies. Against assassins, hold your taunt for the diver rather than spending it on the enemy tank. Stand slightly in front of your carries to intercept Snowball, dashes, and melee engages while giving your backline space to kite. Respect the single-lane traffic jam. Do not roll straight down the middle through minions when the enemy has obvious stuns ready. Wait for the wave to thin, use the side brush, or threaten the roll to make them back up before committing. When defending a turret, stand at an angle from the relic side or brush side to threaten a roll into their backline if they overstep. Auto-attack carries are premium targets since Rammus naturally punishes champions that need to stand and hit. Mobile mages and long-range poke champions require patience. Wait until they use their escape or step forward for poke. Enemy tanks are acceptable targets only when isolated or overextended. Support-style enchanters are high value if reachable. Use Snowball strategically. Throw it before Powerball when enemies have blockers, giving you a clean line. Wait half a beat after the mark lands to watch for cleanse, dash, or peel before recasting. Snowball can also be defensive, marking a nearby minion or frontliner to reposition toward your team after a failed engage. Trigger engage augments when contact is guaranteed, not while still rolling from max range. Trigger defensive augments after the enemy commits damage rather than while they are still kiting. Save chase augments for the second beat after the enemy uses their first escape. When ahead, escort the wave instead of diving instantly. When behind, pull the fight toward your turret and build fights around one punished mistake. Protect your health before the fight starts by using brush, minions, and side positioning. Accept small wins such as forcing a carry's escape or saving your damage dealer. The best Rammus games feel unfair because the enemy never gets to hit the target they want. Roll with a reason, taunt where your team can punish, and save at least one tool for the second movement of the fight.
Read full guidePlaystyle Guide
Playstyle / Team structure
Rammus wins Mayhem by choosing clean fights, not by rolling at the first target he sees. Your job is to stand where the enemy backline feels unsafe, force carries to respect Snowball and Powerball angles, then turn their own damage window against them with defensive tools and taunt pressure. You are strongest when your team can hit the target you lock down. If your damage dealers are walking back from base, do not start a hero fight just because you found speed. During levels 1-6, hold the front, take short punish trades, and protect your health bar. Start slightly ahead of your carries, but not so far forward that you eat every poke spell before your team is ready. Use the side of the lane and brush line to threaten a roll angle without committing. If the enemy has heavy crowd control, stand behind your minion wave until key spells are used. Early Rammus should trade in short bursts. Roll in only when your team can immediately follow with damage. Early Snowball is best used as a threat first and a commit second. Throw it at immobile carries, artillery mages after they cast, or melee champions who overstep away from their team. If it lands on a tank standing in front of five ready enemies, let it expire unless you are only using it to force cooldowns. Your first augment should support what the lobby needs. If your team lacks a starter, value durability, movement, engage reach, or crowd-control support. Do not pick a greedy damage augment early if the enemy can poke you out before you ever reach them. At levels 7-11, force numbers advantages and turn successful picks into structure pressure. Play between your carries and the enemy damage line. Stand close enough to peel, but keep an angle where Powerball or Snowball can reach past the enemy frontline. This is where you start looking for repeated engage cycles. Bait enemy poke by walking forward, then retreat before the full combo lands. Once a key control spell or mobility tool is down, roll immediately or threaten Snowball. Your best trades are quick catches on a carry, support, or squishy mage who used their escape to poke. Use Snowball to bypass the frontline when the target is valuable and your team can collapse. If the enemy comp has strong traps, knockbacks, or layered crowd control, hold Snowball until those tools are used. By your second augment, shape your role more sharply. If you are surviving but enemies escape, prioritize reach or sticking power. If you reach targets but die instantly, take defensive or recovery augments instead. At levels 12 and beyond, pick the fight location, protect the damage, and do not donate shutdowns. Do not wander alone in front of five champions unless the wave state and your team position support it. The best position is often one step off-center: close enough to block access to your carries, angled enough that the enemy backline cannot stand still for free. Late trades are decisive. Do not spend your engage just to chip one enemy if your team cannot finish. Late Snowball is a fight button, an escape route, or a cooldown tax. Before you recast, check your team's distance, the target's value, and whether enemy crowd control is waiting. Final augment choices should solve the actual late-game problem, whether that is threat generation, tenacity against control, or consistency for one clean engage to end.
Read full guideStrengths and Weaknesses
Strengths / Weaknesses
Rammus the Armordillo excels as a threat zone and fight initiator when ahead, but his primary throw risk comes from over-chasing. When your team has health or wave control, use Rammus to create space by threatening Powerball angles from fog or minion cover rather than rolling in blindly. The consequence of patient positioning is that enemies lose space, miss poke windows, and give your team safer access to relics and turret damage. If your team cannot follow after you engage, your lead turns into a shutdown. When ahead, Rammus should engage shorter rather than deeper, hitting the first high-value target in range and letting carries finish what he pins down. Against attack-heavy enemy compositions, standing between enemies and your carries after the first engage forces them to either waste damage into your defensive window or give up positioning. When your team wins front-to-back but loses messy dives, peel first and engage second, letting enemy divers commit before turning with taunt. When pressuring turrets, hold Powerball until someone steps forward to clear or poke, as rolling too early lets them reset the wave for free. Augment choices when ahead should address Rammus's predictability. Movement speed, slow resistance, and crowd-control access make first contact harder to dodge. If your team lacks damage after you lock someone down, augments that add sustained damage or reflect-style pressure make enemies regret ignoring you. Against strong disengage, take augments that help re-enter after the first stop to avoid standing uselessly in the open. When behind, Rammus becomes stronger as a counter-engage and pick champion than as a blind initiator. Stand near carries, threaten taunt range, and punish oversteps rather than forcing fights from the front. A bad engage from behind often becomes unrecoverable because your team cannot walk forward fast enough to save you. When your backline is dived, abandon the enemy carry and peel the diver instead. Against poke-heavy lanes, preserve health by using minions and terrain rather than eating poke, as Rammus without health cannot threaten engage. When behind, pick targets your team can actually hit rather than the target you personally want. Against protected carries with cleanse, spell shield, or stasis, bait the defense before committing your full chain. When your turret is low, stand where enemies must pass through you rather than behind the turret, letting them start the dive before pinning the first champion who takes focus. Behind-state augments should prioritize immediate durability if dying before crowd control matters, or movement and tenacity if unable to reach targets through slows. If carries are the only comeback path, take augments that help peel or stay near them. If your team has no clean engage except you, take reliability over greed. The biggest behind-state mistake is forcing a full fight because you feel useless while waiting. Rammus is allowed to wait for enemies to push too far, waste cooldowns, and let your team recover. A delayed fight is recoverable, but a dead Rammus rolling alone into five is not.
Read full guideChampion Background
Lore / Identity / Text block
Rammus the Armordillo transforms defensive stats into offensive pressure through a kit built around forced engagement and punishment of enemy aggression. His passive, Spiked Shell, converts armor into bonus damage on basic attacks, making defensive itemization simultaneously a damage investment. This mechanic rewards Rammus for staying in close range after engaging rather than retreating, as leaving combat without auto-attacking wastes a significant portion of his damage output. The passive functions as the follow-through pressure after Q creates contact and E locks a target in place. Powerball serves as Rammus' primary engage and repositioning tool, requiring physical collision with enemies to function. The ability demands careful pathing and angle selection, as minions, tanks, and summoned units can block routes to priority targets. Successful Q usage depends on approaching from fog, using terrain, or catching enemies who overextend. The ability can also peel for allies by rolling into divers and following with taunt. Poor Q usage creates one of Rammus' most vulnerable windows, as missing or hitting the wrong target leaves him without his main entry tool while enemies can kite freely. Defensive Ball Curl provides the durability needed to survive after engaging. The ability punishes enemies who attack Rammus while active, creating a dilemma where opponents must either suffer through his defensive state or ignore him and risk his taunted target surviving. Timing matters significantly, as activating W too early allows enemies to wait out the duration, while using it too late leaves Rammus vulnerable to burst during his engage window. The ability gains priority when facing attack-reliant compositions or when serving as the primary frontline. Frenzying Taunt functions as Rammus' most reliable single-target lockdown, forcing enemies to attack him while creating a clear focus target for allies. The ability should target champions your team can burst, divers threatening your backline, or carries who have already expended escapes. Using E on a tank with no follow-up wastes the cooldown and removes Rammus' primary threat tool. The taunt also serves a defensive role, allowing Rammus to peel assassins and divers off vulnerable teammates rather than always diving the enemy backline. Soaring Slam gives Rammus a large-area engage tool that can initiate fights, cut off escape routes, or follow up on Q engages for extended reach. The ultimate requires targeting landing zones strategically, aiming where enemies must move rather than simply where they stand. Using R without team follow-up or landing it away from the main fight wastes Rammus' strongest engage option and leaves his team without a decisive initiation tool. The ability also provides emergency repositioning when Rammus needs to escape or interrupt enemy dive paths. Rammus wins by forcing enemies into bad positions and punishing their responses, but overcommitting without backup or wasting key abilities leaves him isolated and vulnerable.
Read full guideMistakes to Avoid
Common mistakes / Risk control
Rammus the Armordillo performs best in ARAM: Mayhem when creating clean punish windows: rolling in from good angles, forcing enemy carries to respond, and soaking return fire while teammates apply damage. Most poor Rammus games stem from doing the right-looking action at the wrong time. Engaging without follow-up, canceling pressure, or wasting defensive windows before enemies commit damage turns Rammus into a slow target rather than a threat. Mechanical mistakes center on engage execution. Rolling straight down the middle with Powerball while visible allows enemies to step aside, block with frontline bodies, or prepare crowd control. Correct engagement starts from fog, side angles, or behind minion waves, forcing carries to choose between backing away or walking into team damage. Activating defensive stance too early lets enemies wait it out, kite backward, then strike when the best tank window expires. Defensive stance should activate during actual contact, while taunting, body-blocking, or absorbing burst patterns. Taunting the first champion touched wastes strong single-target control on tanks, summons, or low-value targets. Taunt belongs on champions whose actions matter most: fed marksmen hitting freely, mages holding burst combos, or assassins jumping the backline. Using Snowball or roll-in without checking team follow-up results in landing alone, eating layered crowd control, and dying before allies can turn the fight. Engage when teammates move forward, key damage spells are available, or enemies have stepped past safe positions. Canceling momentum by clipping minions, terrain, or wrong champions during engage paths makes engagement predictable and short. Treat the lane as a pathing puzzle, rolling through clean gaps or angling from sides. Using the ultimate only as flashy follow-up after fights are decided misses opportunities for disruption and zone pressure. Use ultimate when it changes movement decisions: cutting off retreats, landing into clustered enemies, or forcing carries from optimal positions. Standing still after first control ends allows good players to walk past or kite outside threat range. Keep moving purposefully, stepping between enemy carries and teammates or turning to peel for divers. Decision mistakes involve understanding team composition and fight state. Treating every game as hard-engage regardless of compositions leads to diving teams that want Rammus to start first while carries need peel. Decide the job before each fight based on team follow-up and fragility. Chasing enemy marksmen through the entire lane while enemy divers kill the backline sacrifices carries for low-value pressure. Check fights behind you after first engage and turn to taunt threats on your carry. Diving under enemy structures or deep behind waves because of perceived unkillability stretches durability across too much time and distance. Dive only when targets are low, teammates are in range, or enemies have burned tools that stop exits. Engaging while teammates are low health, out of position, or dead turns good crowd control into losing fights. Count bodies and read posture before starting. Ignoring enemy crowd control patterns and assuming tank stats solve everything results in getting stopped before reaching targets. Bait or track spells that cancel entry. Forcing fights into full enemy poke instead of using minion waves and terrain to reduce damage before contact leaves Rammus too low to stay long enough for taunt and follow-up to matter. Staying in enemy backline after winning the front-to-back fight delays regrouping and risks death from respawning enemies. The fundamental rule is straightforward: do not engage just because Rammus can reach someone. Engage when the target matters, teammates can hit, and the defensive window will actually be tested. If any element is missing, play peel, hold space, and make enemies walk into you instead.
Read full guideFAQ
Rammus
Is Rammus a good pick in ARAM: Mayhem? Yes, when the enemy team has several basic-attack champions or low-mobility carries, Rammus can take over fights by forcing them to hit the wrong target. Look for angles from fog, side walls, or after an ally starts a fight, then roll in and lock one priority target down. The tradeoff is that he feels much worse into heavy magic damage, constant disengage, or teams that can ignore him and kill his backline. What is Rammus trying to do in teamfights? Rammus wants to start or interrupt fights, not slowly walk forward and hope someone panics. If a carry steps too far up, use your speed to reach them, force crowd control, and make their team choose between saving them or hitting your defensive stats. The tradeoff is commitment: once you go deep, you need either follow-up damage or a clean escape path. Should I always engage first as Rammus? No. Engage first when your team is in range to follow, the enemy peel tools are down, or a squishy target is exposed. If your carries are clearing waves or your poke champions are low, wait and play bodyguard instead, because a solo roll-in just feeds the enemy a free punish window.
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