ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T3 Rank #104

Yuumi ARAM Mayhem Build & Best Augments

Yuumi role and playstyle: baseline role is AP support backline, 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 wide-area impact, long-range poke, healing, speed utility. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Low 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.

Yuumi Yuumi the Magical Cat Mage / Support
TierT3
Rank#104
Win Rate49.32%
Pick Rate0.48%

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.

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.

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 Rate43.68%
Pick Rate18.84%
#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.

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.

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.

Win Rate39.92%
Pick Rate11.58%
#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.

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.

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%.

Win Rate44.53%
Pick Rate9.08%

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.

42.99%
Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

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

43.00%
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.

43.13%
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%.

46.20%
Cryptbloom Cryptbloom Cryptbloom
Total Price
3,000
Price
200

+75 Ability Power +30% Magic Penetration +20 Ability Haste Life from Death When a champion that you damaged within 3 seconds dies, a nova spreads from their corpse that heals.

40.69%
Morellonomicon Morellonomicon Morellonomicon
Total Price
2,850
Price
400

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

40.03%
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%.

41.05%
Moonstone Renewer Moonstone Renewer Moonstone Renewer
Total Price
2,200
Price
500

+25 Ability Power +200 Health +20 Ability Haste +125% Base Mana Regen Starlit Grace Healing or shielding an ally chains the effect to another ally (excluding yourself), healing 30% or shielding 35% of the original amount.

45.81%
Imperial Mandate Imperial Mandate Imperial Mandate
Total Price
2,250
Price
500

+60 Ability Power +20 Ability Haste +125% Base Mana Regen Coordinated Fire (0s) per target Slowing or Immobilizing an enemy champion marks them for 5 seconds. Ally champion damage detonates the mark, dealing magic damage equal to 10% of current health.

47.46%
Ardent Censer Ardent Censer Ardent Censer
Total Price
2,200
Price
700

+45 Ability Power +10% Heal and Shield Power +125% Base Mana Regen +4% Move Speed Sanctify Healing or Shielding an ally enhances you both for 6 seconds, granting +25% Attack Speed and 20 magic damage On-Hit.

40.55%
Whispering Circlet Whispering Circlet Whispering Circlet
Total Price
2,250
Price
850

+200 Health +8% Heal and Shield Power +75% Base Mana Regen +300 Mana Harmony Gain % Heal and Shield Power. Manaflow (8s, max 5 charges) Landing Abilities grants 4 max Mana (doubled vs. champions). Transforms into Diadem of Songs at 360 max Mana.

45.36%
Malignance Malignance Malignance
Total Price
2,700
Price
650

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

45.99%

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.

41.91%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

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

41.91%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

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

45.14%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

43.79%
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.

43.79%
Bandleglass Mirror Bandleglass Mirror Bandleglass Mirror
Total Price
900
Price
50

+20 Ability Power +100% Base Mana Regen +10 Ability Haste

43.79%

Core items

#1
Moonstone Renewer Moonstone Renewer Moonstone Renewer
Total Price
2,200
Price
500

+25 Ability Power +200 Health +20 Ability Haste +125% Base Mana Regen Starlit Grace Healing or shielding an ally chains the effect to another ally (excluding yourself), healing 30% or shielding 35% of the original amount.

Whispering Circlet Whispering Circlet Whispering Circlet
Total Price
2,250
Price
850

+200 Health +8% Heal and Shield Power +75% Base Mana Regen +300 Mana Harmony Gain % Heal and Shield Power. Manaflow (8s, max 5 charges) Landing Abilities grants 4 max Mana (doubled vs. champions). Transforms into Diadem of Songs at 360 max Mana.

Ardent Censer Ardent Censer Ardent Censer
Total Price
2,200
Price
700

+45 Ability Power +10% Heal and Shield Power +125% Base Mana Regen +4% Move Speed Sanctify Healing or Shielding an ally enhances you both for 6 seconds, granting +25% Attack Speed and 20 magic damage On-Hit.

Win Rate51.52%
Pick Rate14.82%
#2
Moonstone Renewer Moonstone Renewer Moonstone Renewer
Total Price
2,200
Price
500

+25 Ability Power +200 Health +20 Ability Haste +125% Base Mana Regen Starlit Grace Healing or shielding an ally chains the effect to another ally (excluding yourself), healing 30% or shielding 35% of the original amount.

Ardent Censer Ardent Censer Ardent Censer
Total Price
2,200
Price
700

+45 Ability Power +10% Heal and Shield Power +125% Base Mana Regen +4% Move Speed Sanctify Healing or Shielding an ally enhances you both for 6 seconds, granting +25% Attack Speed and 20 magic damage On-Hit.

Redemption Redemption Redemption
Total Price
2,300
Price
850

+30 Ability Power +15 Ability Haste +100% Base Mana Regen +10% Heal and Shield Power Intervention Restore 150 - +350 Health to allied units and deal 10% max Health true damage to enemy champions after 2.5 seconds.

Win Rate48.79%
Pick Rate5.50%
#3
Whispering Circlet Whispering Circlet Whispering Circlet
Total Price
2,250
Price
850

+200 Health +8% Heal and Shield Power +75% Base Mana Regen +300 Mana Harmony Gain % Heal and Shield Power. Manaflow (8s, max 5 charges) Landing Abilities grants 4 max Mana (doubled vs. champions). Transforms into Diadem of Songs at 360 max Mana.

Moonstone Renewer Moonstone Renewer Moonstone Renewer
Total Price
2,200
Price
500

+25 Ability Power +200 Health +20 Ability Haste +125% Base Mana Regen Starlit Grace Healing or shielding an ally chains the effect to another ally (excluding yourself), healing 30% or shielding 35% of the original amount.

Ardent Censer Ardent Censer Ardent Censer
Total Price
2,200
Price
700

+45 Ability Power +10% Heal and Shield Power +125% Base Mana Regen +4% Move Speed Sanctify Healing or Shielding an ally enhances you both for 6 seconds, granting +25% Attack Speed and 20 magic damage On-Hit.

Win Rate55.17%
Pick Rate4.95%

Situational itemstop 12

Starting items

Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

50.17%
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.

50.17%
Bandleglass Mirror Bandleglass Mirror Bandleglass Mirror
Total Price
900
Price
50

+20 Ability Power +100% Base Mana Regen +10 Ability Haste

50.17%
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.

52.75%
Bandleglass Mirror Bandleglass Mirror Bandleglass Mirror
Total Price
900
Price
50

+20 Ability Power +100% Base Mana Regen +10 Ability Haste

52.75%
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.

43.16%
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.

43.16%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Windspeaker's Blessing Windspeaker's Blessing Windspeaker's Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
61.68%
Pick Rate
7.69%
Games
1,057

Your or allies' heals and shields on yourself, or your heals and shields on allies, grant the target 30 – 60 (based on level) bonus armor and bonus magic resistance for 3 seconds.

View augment details
PrismaticT161.68%7.69%1,057
Upgrade Mikaels Blessing Upgrade Mikaels Blessing Upgrade Mikaels Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
57.17%
Pick Rate
6.59%
Games
906

获得【米凯尔的祝福】。将【米凯尔的祝福】的冷却时间缩减至45秒。使用【米凯尔的祝福】的主动效果时,对附近的友军施放一道光波,清除其限制和定身效果,回复?生命值,并且提供持续3秒的65%韧性。

View augment details
PrismaticT157.17%6.59%906
Sonata Sonata Sonata Gold
Rarity
Gold
Tier
T3
Win Rate
54.47%
Pick Rate
21.48%
Games
2,952

Alternate between automatically casting a modified version of Sona's Aria of Perseverance and modified Song of Celerity , with the former being cast first (10 second cooldown). Aria of Perseverance: Heal yourself for 60 (+ 60% AP) and send out a tone to the most wounded allied champion within 1000 units that heals them for the same amount. Additionally, generate an aura that grants you and tagged allied champions a 80 (+ 40% AP) shield for 1. 5 seconds. Song of Celerity: Gain 30% bonus movement speed for 7 seconds. If you take damage during this time, the duration ends prematurely once or if 3 seconds have elapsed. Additionally, generate an aura that grants tagged allied champions 20% bonus movement speed for 3 seconds.

View augment details
GoldT154.47%21.48%2,952
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
52.13%
Pick Rate
6.31%
Games
867

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
SilverT152.13%6.31%867
Empowered By The Faithful Empowered By The Faithful Empowered By The Faithful Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.71%
Pick Rate
8.06%
Games
1,108

Granting a heal or shield to an allied champion blesses them for 8 seconds. Whenever a blessed ally damages an enemy champion, you generate a stack of Devotion , stacking up to 50 times. Upon reaching maximum stacks, you unleash a shockwave that deals 50 – 300 (based on level) (+ 750% heal and shield power) magic damage to nearby enemies. Enemy champions damaged below a percentage of their maximum health equal to 25% of your heal and shield power are executed .

View augment details
PrismaticT151.71%8.06%1,108
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
51.40%
Pick Rate
23.90%
Games
3,284

Grants 20% heal and shield power .

View augment details
SilverT151.40%23.90%3,284
Sonic Boom Sonic Boom Sonic Boom Silver
Rarity
Silver
Tier
T4
Win Rate
51.01%
Pick Rate
14.41%
Games
1,980

Granting a buff , heal , or shield to your ally deals 30 – 150 (based on level) true damage to enemies within 450 units of them and slows targets by 30% for 2 seconds (2 second cooldown).

View augment details
SilverT151.01%14.41%1,980
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
50.72%
Pick Rate
6.59%
Games
905

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
GoldT150.72%6.59%905
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
49.59%
Pick Rate
6.22%
Games
855

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

View augment details
GoldT149.59%6.22%855
Crack Open That Egg Crack Open That Egg Crack Open That Egg Silver
Rarity
Silver
Tier
T5
Win Rate
49.59%
Pick Rate
7.07%
Games
972

Your shields detonate upon expiration, creating an explosion that deals magic damage equal to 100% of the shield's strength to nearby enemies.

View augment details
SilverT149.59%7.07%972
All For You All For You All For You Gold
Rarity
Gold
Tier
T4
Win Rate
49.24%
Pick Rate
21.68%
Games
2,979

Your heals and shields on allied champions are increased in effectiveness by 30%.

View augment details
GoldT149.24%21.68%2,979
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
49.07%
Pick Rate
5.86%
Games
805

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
GoldT149.07%5.86%805
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
49.00%
Pick Rate
9.80%
Games
1,347

Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing.

View augment details
GoldT149.00%9.80%1,347
I'm a Baby Kitty Where is Mama I'm a Baby Kitty Where is Mama I'm a Baby Kitty Where is Mama Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.21%
Pick Rate
8.51%
Games
1,170

Bind with the nearest allied champion to you after 2 seconds, forming a tether between you and them (400 radius). While the tether persists, you gain 75% bonus movement speed and 50% heal and shield power . Additionally, gain 37. 5 % bonus movement speed while facing your bound ally within 1500 units. The tether will break when you or your bound ally dies, allowing you to form a new tether.

View augment details
PrismaticT148.21%8.51%1,170
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
48.20%
Pick Rate
16.21%
Games
2,228

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
GoldT148.20%16.21%2,228
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
48.13%
Pick Rate
7.79%
Games
1,070

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT148.13%7.79%1,070
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.05%
Pick Rate
6.16%
Games
847

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
PrismaticT148.05%6.16%847
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
47.76%
Pick Rate
6.51%
Games
894

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

View augment details
SilverT147.76%6.51%894
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
47.15%
Pick Rate
8.18%
Games
1,124

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
GoldT147.15%8.18%1,124
Circle of Death Circle of Death Circle of Death Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.97%
Pick Rate
5.52%
Games
758

Healing and health regeneration you do causes you to deal 70% of that value in magic damage to the nearest enemy champion within 1000 units.

View augment details
PrismaticT146.97%5.52%758
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
46.67%
Pick Rate
12.46%
Games
1,712

Your heals and shields cause you to fire a missile to the nearest enemy unit within 650 units over 0. 32 seconds, applying a Burn upon arrival that deals magic damage equal to 0. 2 % of the target's maximum health every second over 5 seconds, for a total of 1% (1. 5 -second cooldown). The Burn's per-tick damage increases to up to 0. 8 % of the target's maximum health based on the relative value of the triggering heal or shield against the maximum health of the ally recipient, for a total maximum damage of 4% of the target's maximum health .

View augment details
GoldT146.67%12.46%1,712
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
46.55%
Pick Rate
7.91%
Games
1,087

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
GoldT146.55%7.91%1,087
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
44.68%
Pick Rate
5.81%
Games
799

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
GoldT144.68%5.81%799
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
43.86%
Pick Rate
4.45%
Games
611

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

View augment details
SilverT143.86%4.45%611
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
54.18%
Pick Rate
1.83%
Games
251

Gain 2 Stat Anvils .

View augment details
SilverT254.18%1.83%251
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
53.40%
Pick Rate
2.25%
Games
309

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
SilverT253.40%2.25%309
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
52.52%
Pick Rate
3.46%
Games
476

Grants 60 ability haste .

View augment details
GoldT252.52%3.46%476
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.49%
Pick Rate
1.61%
Games
221

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
PrismaticT252.49%1.61%221
Empyrean Promise Empyrean Promise Empyrean Promise Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.85%
Pick Rate
3.94%
Games
542

Replace a summoner spell with Empyrean Promise's Vigilance active. Additionally, gain 15% heal and shield power . Active - Vigilance: After a 0. 25 -second delay, dash to the current location of the target allied champion and gain a 100 – 250 (based on level) (+ 100% AP) (+ 10% bonus health) shield for 3 seconds. Upon arrival, grant the ally the same shield (20 second cooldown; 2000 range).

View augment details
PrismaticT251.85%3.94%542
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
51.54%
Pick Rate
2.13%
Games
293

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
GoldT251.54%2.13%293
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
51.42%
Pick Rate
3.33%
Games
457

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
GoldT251.42%3.33%457
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
51.41%
Pick Rate
1.81%
Games
249

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
SilverT251.41%1.81%249
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
50.00%
Pick Rate
1.64%
Games
226

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
GoldT250.00%1.64%226
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
49.90%
Pick Rate
3.62%
Games
497

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
GoldT249.90%3.62%497
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.27%
Pick Rate
3.47%
Games
477

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
PrismaticT249.27%3.47%477
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
49.10%
Pick Rate
4.03%
Games
554

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

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GoldT249.10%4.03%554
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.08%
Pick Rate
3.56%
Games
489

Gain ability haste equal to 30% AP .

View augment details
PrismaticT249.08%3.56%489
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
48.99%
Pick Rate
1.80%
Games
247

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

View augment details
SilverT248.99%1.80%247
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
48.84%
Pick Rate
3.46%
Games
475

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

View augment details
SilverT248.84%3.46%475
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
48.17%
Pick Rate
1.59%
Games
218

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

View augment details
PrismaticT248.17%1.59%218
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
47.88%
Pick Rate
2.23%
Games
307

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
GoldT247.88%2.23%307
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.58%
Pick Rate
1.80%
Games
248

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

View augment details
PrismaticT247.58%1.80%248
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
46.90%
Pick Rate
2.47%
Games
339

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
PrismaticT246.90%2.47%339
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
46.67%
Pick Rate
2.84%
Games
390

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

View augment details
GoldT246.67%2.84%390
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
46.26%
Pick Rate
3.11%
Games
428

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
SilverT246.26%3.11%428
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
45.59%
Pick Rate
1.48%
Games
204

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
SilverT245.59%1.48%204
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
45.47%
Pick Rate
3.46%
Games
475

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

View augment details
GoldT245.47%3.46%475
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
45.26%
Pick Rate
1.99%
Games
274

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
GoldT245.26%1.99%274
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
45.19%
Pick Rate
1.96%
Games
270

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
GoldT245.19%1.96%270
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
44.23%
Pick Rate
1.89%
Games
260

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 .

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GoldT244.23%1.89%260
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
43.77%
Pick Rate
2.04%
Games
281

Gain the Dark Harvest and First Strike keystone runes.

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GoldT243.77%2.04%281
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
43.55%
Pick Rate
4.18%
Games
574

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
SilverT243.55%4.18%574
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
43.30%
Pick Rate
1.63%
Games
224

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

View augment details
GoldT243.30%1.63%224
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.98%
Pick Rate
2.59%
Games
356

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

View augment details
PrismaticT242.98%2.59%356
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
42.86%
Pick Rate
2.70%
Games
371

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

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GoldT242.86%2.70%371
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
42.86%
Pick Rate
1.68%
Games
231

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
PrismaticT242.86%1.68%231
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
42.74%
Pick Rate
3.41%
Games
468

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
SilverT242.74%3.41%468
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
42.67%
Pick Rate
3.33%
Games
457

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
GoldT242.67%3.33%457
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
42.02%
Pick Rate
1.87%
Games
257

Grants 18% armor penetration and magic penetration .

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GoldT242.02%1.87%257
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
41.87%
Pick Rate
1.79%
Games
246

Gain 1750 upon acquiring this augment.

View augment details
GoldT241.87%1.79%246
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
41.27%
Pick Rate
2.42%
Games
332

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
GoldT241.27%2.42%332
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
39.78%
Pick Rate
1.99%
Games
274

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
SilverT239.78%1.99%274
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
38.80%
Pick Rate
1.82%
Games
250

Grants bonus health equal to 50% maximum mana .

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SilverT238.80%1.82%250
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
62.64%
Pick Rate
0.66%
Games
91

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
PrismaticT362.64%0.66%91
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
57.54%
Pick Rate
1.30%
Games
179

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

View augment details
PrismaticT357.54%1.30%179
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
57.29%
Pick Rate
0.70%
Games
96

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
SilverT357.29%0.70%96
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
56.98%
Pick Rate
0.63%
Games
86

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
PrismaticT356.98%0.63%86
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.60%
Pick Rate
1.21%
Games
166

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
PrismaticT350.60%1.21%166
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
50.51%
Pick Rate
1.43%
Games
196

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
GoldT350.51%1.43%196
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.00%
Pick Rate
1.34%
Games
184

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
PrismaticT350.00%1.34%184
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
50.00%
Pick Rate
1.11%
Games
152

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

View augment details
SilverT350.00%1.11%152
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.45%
Pick Rate
0.66%
Games
91

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
PrismaticT349.45%0.66%91
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
47.98%
Pick Rate
1.44%
Games
198

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

View augment details
GoldT347.98%1.44%198
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
47.86%
Pick Rate
0.85%
Games
117

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

View augment details
GoldT347.86%0.85%117
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.06%
Pick Rate
1.20%
Games
165

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

View augment details
PrismaticT346.06%1.20%165
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.97%
Pick Rate
0.90%
Games
124

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

View augment details
PrismaticT345.97%0.90%124
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
44.74%
Pick Rate
1.11%
Games
152

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
GoldT344.74%1.11%152
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
43.09%
Pick Rate
0.90%
Games
123

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
GoldT343.09%0.90%123
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
42.99%
Pick Rate
0.78%
Games
107

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
GoldT342.99%0.78%107
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
42.59%
Pick Rate
0.79%
Games
108

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
PrismaticT342.59%0.79%108
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
42.18%
Pick Rate
1.07%
Games
147

Grants 50% critical strike chance .

View augment details
GoldT342.18%1.07%147
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
41.92%
Pick Rate
1.22%
Games
167

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

View augment details
GoldT341.92%1.22%167
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
41.91%
Pick Rate
0.99%
Games
136

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
PrismaticT341.91%0.99%136
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.57%
Pick Rate
1.21%
Games
166

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
PrismaticT341.57%1.21%166
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
41.18%
Pick Rate
0.62%
Games
85

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
SilverT341.18%0.62%85
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
40.68%
Pick Rate
1.29%
Games
177

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
PrismaticT340.68%1.29%177
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
39.17%
Pick Rate
0.87%
Games
120

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

View augment details
SilverT339.17%0.87%120
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
39.08%
Pick Rate
0.63%
Games
87

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
GoldT339.08%0.63%87
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
39.07%
Pick Rate
1.10%
Games
151

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

View augment details
GoldT339.07%1.10%151
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
37.86%
Pick Rate
1.02%
Games
140

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
PrismaticT337.86%1.02%140
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
34.56%
Pick Rate
0.99%
Games
136

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

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GoldT334.56%0.99%136
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.98%
Pick Rate
0.37%
Games
51

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.

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PrismaticT450.98%0.37%51
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.15%
Pick Rate
0.43%
Games
59

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

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PrismaticT449.15%0.43%59
Mighty Shield Mighty Shield Mighty Shield Silver
Rarity
Silver
Tier
T5
Win Rate
48.28%
Pick Rate
0.42%
Games
58

Gain 40 – 100 (based on level) adaptive force for 3 seconds upon gaining a shield (5 second cooldown).

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SilverT448.28%0.42%58
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
47.95%
Pick Rate
0.53%
Games
73

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.

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SilverT447.95%0.53%73
Trueshot Prodigy Trueshot Prodigy Trueshot Prodigy Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.25%
Pick Rate
0.58%
Games
80

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

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PrismaticT446.25%0.58%80
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.61%
Pick Rate
0.41%
Games
57

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

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PrismaticT445.61%0.41%57
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
44.93%
Pick Rate
0.50%
Games
69

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) .

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SilverT444.93%0.50%69
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
43.10%
Pick Rate
0.42%
Games
58

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

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SilverT443.10%0.42%58
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
40.98%
Pick Rate
0.44%
Games
61

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

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GoldT440.98%0.44%61
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
40.51%
Pick Rate
0.57%
Games
79

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

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GoldT440.51%0.57%79
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
38.46%
Pick Rate
0.38%
Games
52

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 ).

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SilverT438.46%0.38%52
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
36.49%
Pick Rate
0.54%
Games
74

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
SilverT436.49%0.54%74

Yuumi Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

Normal order: R > Q > E > W.

REQW

E-focused augment order: R > E > Q > W.

RQEW

Put points in R whenever it is available, max Q first, max E second, and leave W for last.

Yuumi Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Yuumi counters these champions in ARAM: Mayhem.

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

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

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

Varus Varus Varus T5
Tier
T5
Rank
#155
Win Rate
46.18%
Pick Rate
1.04%

Varus the Arrow of Retribution Varus is a long-range poke marksman who dominates lanes by wearing down enemies before they can close the distance. He fills the artillery carry role, relying on charged shots and crowd control to dictate the flow of fights from safety. His signature pattern revolves around charging Piercing Arrow (Q) to snipe low-health targets or harass opponents under their tower. He stacks blight on enemies with basic attacks, then detonates those stacks with abilities for burst damage. This creates a rhythm: auto-attack, ability, auto-attack, ability. In ARAM: Mayhem, Varus becomes significantly more oppressive. The mode's accelerated pace and increased mana regeneration let him fire fully charged arrows almost on cooldown. His ultimate, Chain of Corruption, spreads faster in constant team fights, often triggering multiple chains in a single engagement. He transitions from a careful poker into a relentless siege engine that forces enemies to dodge or die. View champion guide

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

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

Read counter details

Countered By

6

Yuumi is countered by these champions in ARAM: Mayhem.

Blitzcrank Blitzcrank Blitzcrank T4
Tier
T4
Rank
#148
Win Rate
46.94%
Pick Rate
1.01%

Blitzcrank the Great Steam Golem Blitzcrank is a tanky support built around one devastating spell: Rocket Grab. His entire identity in ARAM: Mayhem revolves around landing that hook to drag enemies out of position and into your team. He creates instant kill pressure whenever his Q is off cooldown, forcing opponents to play scared or get punished. In Mayhem mode, Blitzcrank becomes a relentless fishing machine. Reduced cooldowns and accelerated mana regeneration mean he can spam hooks constantly instead of waiting for the perfect shot. He transitions from a punish-heavy support into a persistent threat who can afford to miss a few grabs while hunting for the one that lands. His engage pattern is simple: hook, knock up, silence, then let your team clean up. View champion guide

Nautilus Nautilus Nautilus T3
Tier
T3
Rank
#73
Win Rate
50.39%
Pick Rate
0.83%

Nautilus is a frontline engage tank who turns one good catch into a full team fight. His identity is simple: walk up with threat, hook the target that steps too far forward, then layer crowd control so your carries can finish the job. His signature pattern is hook, lock down, and stand in the way. If an enemy carry mispositions, Nautilus can start the fight immediately. If your team is being dived, he can peel just as well by anchoring himself between the threat and his backline. In ARAM: Mayhem, the constant brawling makes Nautilus feel very natural. There is less time to play slow lane games and more value in forcing clean all-ins, protecting damaged allies, and punishing anyone who uses mobility too early. He is entry-level friendly because his job is clear, but good Nautilus players win by choosing the right target instead of throwing every hook on cooldown. View champion guide

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

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

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

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

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

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

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

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

Read counter details

Yuumi ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Host SelectionShe usually attaches to one strong carry and stays there, rewarding patience and safe scaling through extended fights.Host selection is dynamic; attach to the champion with the best augment or engage timing, not necessarily the most items.Stay loyal to the win condition, not the scoreboard; swap hosts as fight phases change.
Poke UsageYuumi can spend time fishing with Q to soften targets because teams often stare each other down before fighting.Poke is only useful if it sets up engage; skip Q if it delays shielding or repositioning during sudden burst windows.Prioritize protection over poke; using Q late can cost you the fight.
Ultimate TimingShe can use ultimate to slowly zone a narrow bridge and win space over time during standoff phases.Use ultimate only to support actual commits, stop dives, or secure chases; empty zoning gets punished by re-engage.Follow commitment with your ultimate, do not throw it into empty space hoping for zone value.
Tempo and PacingTempo involves waiting, poking, healing, and fighting around minion waves and health bars safely.Tempo requires identifying the next trigger, pre-attaching, and committing with the first winning action before recovering.Do not try to scale quietly; attach to the champion starting or surviving the force.
Snowball UseYuumi rarely needs Snowball because she can ride allies and stay safe without committing herself.Snowball is a commitment tool; use it only to follow guaranteed engages or reconnect, never just because it lands.Bad Snowball use turns Yuumi from a protected enchanter into a free kill.

Champion Analysis

Role / Current performance

Overview

Yuumi the Magical Cat functions as a protective support in ARAM: Mayhem, distinguished by her unique attach mechanic that allows her to bond with allies for continuous healing and buffs. Her core advantage stems from W, You and Me!, which attaches Yuumi to an ally, enabling her to provide sustained support while remaining safe from direct enemy threat. This attach mechanic defines her identity and shapes her entire gameplay pattern. In terms of positioning, Yuumi operates as an attach support who bonds with the ADC or mage on her team. Once attached, she cannot auto-attack, which limits her independent offensive contribution but allows her to focus entirely on supporting her carry. Her damage output is extremely low, making her reliant on teammates for kill pressure. Q, Prowling Projectile, provides ranged damage and a slow, offering some poke utility while attached. E, Zoomies, serves as her primary sustain tool, healing and shielding the attached ally. Continuous use of E during teamfights is essential to keep the carry alive through sustained damage trades. R, Final Chapter, provides Yuumi with AoE crowd control and healing, making it a powerful teamfight ability. Using R during engagements allows her to slow the enemy team while simultaneously healing multiple allies, amplifying her protective value in chaotic ARAM skirmishes. Proper timing of R during teamfights maximizes its impact, as the AoE slow can disrupt enemy positioning while the healing sustains her team through extended fights. Yuumi's strategic value lies in her ability to safely sustain key allies without exposing herself to danger. Her W attachment provides safety from enemy aggression, and her practical E healing offers reliable protection for carries. However, this playstyle comes with significant weaknesses. Yuumi has no independent fighting ability and cannot contribute meaningfully without a teammate to attach to. Her extremely low damage means she cannot win trades or secure kills on her own. Effective play requires strong team coordination, as Yuumi depends entirely on her attached ally for positioning and combat effectiveness. The champion shares similarities with other protective supports like Nami, who also excels at healing, and Lulu, another Bandle City magic-based support. Yuumi's strengths include safe W attachment, practical E healing, R AoE slow, and strong overall protection. Her weaknesses include the inability to auto-attack while attached, extremely low damage, heavy reliance on team coordination, and lack of independent fighting capability. Success with Yuumi in ARAM: Mayhem depends on attaching to key allies at the right moments and continuously using E to sustain the carry through teamfights.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Yuumi wins Mayhem games by choosing the right body at the right second rather than sitting on the same carry indefinitely. Attach to the player who can actually use the next window: the diver before an engage, the kiting marksman during a reset fight, or the safest long-range champion when the team is poking. If a host walks into a bad angle, detach only when the enemy has spent their instant crowd control or burst, as a dead cat provides no value. For engage, ride the champion who starts fights cleanly. Attach before a tank, bruiser, or assassin steps forward so buffs, poke, and ultimate threat arrive simultaneously with their engage. Do not force engage from a losing wave, as the host eats free damage while walking in. Help poke first, let the team trim the wave, then attach to the engager crossing cleared space. Swapping from a backline carry to a frontliner as they angle forward hides the real start and causes enemies to react late. For counter-engage, hold defensive value when enemies have dive tools ready. Stay attached to the ally most likely to be jumped and be ready to speed, sustain, shield, or ult the moment dive commits. Punish overreach rather than just entry, as many enemies become vulnerable after using movement to get in. Swap hosts after the first burst lands: move to the ally chasing the counter-kill if the original host survives and enemies lack cooldowns, or stay and stabilize if the host remains low with enemy follow-up incoming. Detach only with a concrete reason such as blocking a skillshot for a key carry, triggering an augment condition, finishing a low target, or repositioning to a better host. Respect chain crowd control by waiting until hooks, knockups, stuns, or silence-style denial are used before detaching near the wave. When a host is doomed, plan the exit early by looking for a nearby teammate before the collapse lands. On the narrow lane, do not encourage hosts to stand mid-lane without gain. Play attached from the wave's side against long-range skillshots. Use lane edges to create safer poke lines while keeping hosts closer to cover. Avoid stacking with the whole team, as enemy area damage gains premium value when five teammates stand together. Buff the ally who can hit the right target, not just the ally with the biggest score. In front-to-back fights, help kill the nearest threat first rather than tunneling on backline targets. Against sustain-heavy enemies, coordinate poke, ultimate threat, and host burst into the same target after they step forward or after defensive tools are down. For Snowball timing, attach before a host recasts to arrive with them. When enemies land Snowball on a carry, attach to that carry before the recast lands. Do not detach to throw Snowball casually when enemy catch tools are ready, as the detach window creates real punishment risk. Build play around actual augment conditions, using low-risk waveclear moments to refresh or prime effects while stopping fishing when enemy threats return. When behind, stop attaching to losing fights. Attach to the safest waveclear or longest-range damage source and slow the game down. Trade health for wave control only when it prevents structure loss. The comeback pattern is survive, thin the wave, and punish enemy overcommits rather than chasing low-health enemies through fog. The best Yuumi games feel unfair because she is always on the champion the enemy wanted to punish.

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Playstyle Guide

Playstyle / Team structure

Play guide

Yuumi the Magical Cat must approach Mayhem fights with a clear understanding of positioning, timing windows, and host selection across all game phases. Early levels require attaching to the safest ranged ally rather than the loudest player, prioritizing protected poke angles over aggressive detaches. Yuumi is weakest when detached in front of hard engage, so she should only separate when enemy threat tools are down or her host is outside danger range. A single greedy detach can cost the lane because Yuumi becomes an easy target once caught. The early trading rhythm focuses on short poke patterns followed by resets, targeting enemies when they approach cannon minions, clump behind frontline, or miss key abilities. Yuumi should not spam into full minion waves if enemies can heal or push through it. Snowball serves primarily as an ally tool early—stay attached and support the host's commit with healing, shielding, and speed rather than detaching for risky throws. Augment choices should solve immediate problems: protecting a clear carry, adding damage for kill conversion, or defensive options against heavy dive. Mid game demands more active play. Yuumi must attach to whoever controls space rather than defaulting to the backline. If a bruiser can walk up safely, ride with them to waste enemy cooldowns. Poke should happen before fights start, not after the frontline is dying. The rhythm involves pressuring, waiting for enemy responses, then backing out or committing based on what defensive tools enemies burn. Snowball becomes a delivery check—follow up only when crowd control is ready and targets lack escape routes. Late game deaths decide outcomes. Yuumi attaches to the champion who cannot be allowed to die first, whether that is an immobile carry or a fed bruiser who can start fights and survive focus. Poke becomes a setup tool rather than the full plan, used to force bad recalls or desperate engages. The critical timing window for defensive tools falls after enemies commit but before their burst finishes—using everything on poke lets enemies wait it out, while holding too long means the host dies before Yuumi can influence the fight. When ahead, Yuumi makes leads oppressive by denying the enemy's first successful trade and keeping the same strong host alive through burst cycles. When behind, she plays for one overextension, attaching to the ally who can survive being engaged on and turning with every tool once enemies overcommit. Random host swapping wastes Yuumi's core strength: making one champion feel unfair to fight. Every late-game attachment should answer who starts, who carries, or who must not die.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Yuumi the Magical Cat excels at extending leads through controlled pressure rather than aggressive dives. When ahead, her strength lies in forcing enemies to walk into sustained poke, shields, healing, and crowd control while her host controls space. This denies opponents access to health relics, safe wave clear, and clean engage angles. Yuumi should attach to the champion who can spend the lead safely, whether a long-range carry for tower chipping or a bruiser to help them cross the gap and survive burst. She enables aggression but should not reward bad angles, meaning if a fed ally constantly dives past the wave, switching to a steadier teammate prevents an unrecoverable death. A critical ahead weakness is that one caught Yuumi can throw a winning map state faster than almost any champion. She should not detach for auto-attacks unless enemy crowd control is already spent. Another common throw pattern is trusting one fed ally too much when enemies have multiple hard engage tools ready. Yuumi wins extended, layered fights but loses when her carry gets isolated and deleted before she can stabilize. Defensive or utility augments that increase healing, shielding, ability uptime, or attached-host safety help cover her vulnerability to instant lockdown or split fights. When behind, Yuumi cannot repair a team that enters fights one by one. Her best host is the champion who can stay alive long enough for her tools to matter, not necessarily the highest damage champion. Attaching to a fragile ally who dies first leaves her stranded in the enemy team. She should defend in layers, using poke to slow advances and healing to keep wave-clear champions on the map, making enemies spend health for every step forward. Her sustain has more value after the enemy commits damage, so dumping defensive tools while no one is focused exposes her team. Yuumi's behind pattern requires playing around enemy cooldown windows rather than panic-engaging. She should wait until enemies use major engage, displacement, silence, or burst on someone who survives, then help her host kite or re-enter. Snowball and mobility threats are danger signals requiring preparation for follow-up rather than counter-diving. Behind augments should patch her lack of agency through survivability, defensive uptime, movement, emergency shielding, or healing reliability, avoiding choices that require dangerous detach windows. Her comeback pattern is slow and methodical: deny clean engages, keep carries alive through burst, and punish enemy overchase. The recovery fight triggers when enemies get impatient, diving past minions or using engage tools on tanks instead of carries. After a successful punish, stopping the chase and stabilizing prevents turning small losses into permanent losses. Yuumi's core risk is that she makes one ally very strong but struggles if that ally gets instantly locked down or if fights split across the lane.

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Champion Background

Lore / Identity / Text block

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Yuumi the Magical Cat defines her identity through attachment mechanics that make her untargetable while supporting from an ally's position. Her core strategic tension centers on when to detach for passive value versus when to remain safely attached, a decision that carries significant risk in Mayhem where damage arrives quickly and poke windows are short. Her passive, Feline Friendship, provides sustain value that rewards brief detachment for attacks or spells, but this must be weighed against the danger of being caught by enemies holding crowd control specifically for detach moments. A bad detach costs more than a missed heal because it removes Yuumi's untargetable support window and leaves the host without shielding, speed, or ultimate follow-up. Her Q, Prowling Projectile, serves as her main poke and scouting tool while attached, with the host's movement directly affecting the projectile's angle and threat. In Mayhem, repeated Q hits create health gaps before the real engage starts, making it valuable for softening enemies and forcing low-health targets away from the wave. The W ability, You and Me!, defines her biggest decision point: choosing which ally deserves to be the center of her spells. This choice positions every other ability, as Q angles, E protection, and R direction all derive from the attached host. Swapping with purpose between a diver for engage and a carry for protection separates effective Yuumi play from passive attachment. E, Zoomies, functions as her main defensive and tempo spell, protecting allies and helping them trade or reposition. The critical timing involves holding E for damage that actually matters rather than spending it on minor chip, as a wasted E opens the clearest punish window against Yuumi and may force defensive ultimate usage to cover the mistake. Her R, Final Chapter, sends repeated waves through her host's position, serving as both an engage assist and peel tool depending on who carries her. The ultimate requires enemies to have limited movement options, making it strongest after crowd control lands, during narrow bridge fights, or when a frontliner can run the waves through multiple targets. Her ability leveling priorities adapt to team composition and fight pacing, with Q favored for poke-oriented teams, E prioritized when protecting a clear carry or surviving burst, and R leveled whenever available for its fight-shaping value.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Yuumi punishes sloppy habits harder than most enchanters because one bad attach choice can remove both your value and your escape plan. Players should treat Yuumi as a second health bar and a decision engine for the best carry, not as a spectator. Mechanical mistakes begin with sitting attached for an entire fight without checking whether detaching for a passive proc, body block, or reposition is safe. Detach only when the nearest threat has used hard engage, the wave or allied frontline blocks skillshots, and a clear path back to a host exists. Detaching into open space while enemy crowd control remains available gets Yuumi caught before she can reattach, turning a champion who should be hard to punish into a free kill. Track hooks, knockups, stuns, long-range roots, and Snowball follow-ups before leaving a host. Firing poke at maximum greed angle causes misses, reveals intentions, and loses pressure before the enemy commits. Cast poke when the host moves forward, the enemy last-hits, or terrain forces a predictable dodge. Using defensive spells after the host has already taken full burst means shields, heals, and movement value arrive too late. Cast as engage starts, watching for dashes forward, Snowball recasts, flank movement, and supports stepping past the wave. Staying on a diving ally after they cross past the team's follow-up range traps Yuumi on an isolated champion. Attach to divers only while the team can follow their angle, and swap before the point of no return. Channeling the ultimate-style teamfight spell from a host turning away from the fight zones empty space and misses priority targets. Start area pressure from a host walking at the enemy line or holding a stable angle. Swapping hosts without checking who is under threat abandons the ally about to be focused. Swap only to save a target, enable a damage window, follow a reset, or escape a dead host. Decision mistakes include attaching by scoreboard ego instead of current fight state. Choose the host with range, cooldowns, health, and angle in the moment, whether that is the fed carry or the bruiser holding the bridge. Building only for personal damage when the team needs survival leaves carries vulnerable when the enemy commits. Match setup to the lobby composition. Treating Yuumi as untargetable forever ignores death timers and leaves no safe body to jump to. Always identify which ally survives if the current host dies. Following every Snowball engage just because the host took it drags Yuumi into bad fights with no exit. Judge whether allied follow-up exists before the engage lands. Staying on the same carry when the enemy adapts with hard focus lets opponents time every engage on one target. Rotate pressure by attaching to the threatened carry before engage, then shifting to the champion who can punish after enemy commitment. Using poke patterns that push the host into bad spacing causes teammates to walk up and eat engage. Aim around the host's safe movement. Refusing to detach near low-health allies out of fear misses small saves and loses tempo. Detach when the enemy cannot instantly punish and when the ally's survival changes the next fight. Fighting every skirmish as if Yuumi wins long trades automatically ignores that enemy burst and chained crowd control can outpace protection. Take short, clean windows and reset behind the wave unless the frontline has won space. The disciplined Yuumi game attaches with purpose, detaches only when the punish window is covered, and swaps hosts before the fight is lost.

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FAQ

Yuumi

FAQ

Is Yuumi worth picking in ARAM: Mayhem? Yes, if your team has at least one champion who wants to keep fighting instead of poking and backing away. Attach to the player who can safely enter fights, help them survive the first burst, and move with them as they chase resets. The tradeoff is that you give up a normal body on the map, so your team needs someone else to check space and start fights. Who should Yuumi attach to most of the game? Attach to the teammate who is both active and hard to kill: a bruiser, diver, durable carry, or fed skirmisher. If your strongest player is playing too far back or missing engages, swap to the teammate who is actually creating pressure. The tradeoff is simple: the safest host is not always the best host, and staying on the wrong person can waste your strongest windows. When should Yuumi switch hosts? Switch when your current host has used their key mobility, is retreating, or is no longer the main threat in the fight. Move to a healthier ally before the enemy finishes their burst, especially if another teammate is stepping forward to continue the fight. The risk is getting caught during the swap, so do it during enemy downtime or when your team is already controlling space.

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