ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T1 Rank #12

Dr. Mundo ARAM Mayhem Build & Best Augments

Dr. Mundo role and playstyle: baseline role is tank, with a core identity built around teamfight utility and damage output. The kit should be evaluated around its main cooldowns and teamfight pattern. Hextech augment reliance: Low: the champion can contribute even without perfect augment rolls. Execution difficulty: Execution varies by matchup, but positioning and cooldown discipline remain important. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Dr. Mundo Dr. Mundo the Madman of Zaun Tank
TierT1
Rank#12
Win Rate53.02%
Pick Rate0.83%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate58.20%
Pick Rate16.93%
#2
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate56.15%
Pick Rate10.07%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

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

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

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

Win Rate56.68%
Pick Rate7.28%

Situational itemstop 12

Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

55.90%
Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

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

56.78%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

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

56.36%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

56.21%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

52.14%
Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

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

56.13%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

54.33%
Randuin's Omen Randuin's Omen Randuin's Omen
Total Price
2,700
Price
800

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

52.01%
Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

+40 Attack Damage +600 Health Cleave Attacks deal physical damage on-hit and to enemies behind the target. Titanic Crescent Empower your next Cleave to deal bonus physical damage On-Hit and deal bonus physical damage to enemies behind the target.

57.96%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Total Price
3,200
Price
650

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

53.78%
Boots of Swiftness Boots of Swiftness Boots of Swiftness
Total Price
1,000
Price
700

+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.

58.11%
Sunfire Aegis Sunfire Aegis Sunfire Aegis
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.

52.47%

Starting items

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

+350 Health

57.06%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

57.06%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

56.09%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

56.09%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

56.09%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

54.81%
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.

54.81%
Crystalline Bracer Crystalline Bracer Crystalline Bracer
Total Price
800
Price
100

+200 Health 100% Base Health Regen

54.81%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Upgrade Thornmail Upgrade Thornmail Upgrade Thornmail Silver
Rarity
Silver
Tier
T3
Win Rate
58.79%
Pick Rate
8.60%
Games
2,174

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
SilverT158.79%8.60%2,174
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
58.03%
Pick Rate
17.81%
Games
4,501

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

View augment details
PrismaticT158.03%17.81%4,501
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
56.88%
Pick Rate
27.38%
Games
6,920

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

View augment details
SilverT156.88%27.38%6,920
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
56.32%
Pick Rate
43.53%
Games
11,002

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
GoldT156.32%43.53%11,002
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
55.87%
Pick Rate
31.55%
Games
7,974

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
GoldT155.87%31.55%7,974
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.78%
Pick Rate
10.57%
Games
2,671

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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PrismaticT155.78%10.57%2,671
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
55.64%
Pick Rate
3.83%
Games
967

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

View augment details
SilverT155.64%3.83%967
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
55.20%
Pick Rate
4.91%
Games
1,241

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
SilverT155.20%4.91%1,241
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
55.10%
Pick Rate
21.89%
Games
5,532

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

View augment details
GoldT155.10%21.89%5,532
Quest: Icathia's Fall Quest: Icathia's Fall Quest: Icathia's Fall Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.99%
Pick Rate
7.85%
Games
1,984

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

View augment details
PrismaticT154.99%7.85%1,984
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
54.94%
Pick Rate
4.97%
Games
1,256

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

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SilverT154.94%4.97%1,256
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
54.47%
Pick Rate
14.61%
Games
3,694

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
PrismaticT154.47%14.61%3,694
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
54.16%
Pick Rate
6.09%
Games
1,540

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

View augment details
GoldT154.16%6.09%1,540
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.47%
Pick Rate
5.76%
Games
1,457

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
PrismaticT153.47%5.76%1,457
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
52.81%
Pick Rate
5.98%
Games
1,511

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
SilverT152.81%5.98%1,511
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
52.72%
Pick Rate
7.64%
Games
1,931

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

View augment details
SilverT152.72%7.64%1,931
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
51.28%
Pick Rate
5.71%
Games
1,443

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

View augment details
SilverT151.28%5.71%1,443
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
51.20%
Pick Rate
6.44%
Games
1,629

Grants 20% heal and shield power .

View augment details
SilverT151.20%6.44%1,629
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
50.47%
Pick Rate
24.61%
Games
6,220

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

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GoldT150.47%24.61%6,220
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
50.16%
Pick Rate
11.11%
Games
2,807

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
GoldT150.16%11.11%2,807
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
50.09%
Pick Rate
6.56%
Games
1,657

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

View augment details
GoldT150.09%6.56%1,657
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
48.96%
Pick Rate
5.52%
Games
1,395

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

View augment details
GoldT148.96%5.52%1,395
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
58.33%
Pick Rate
1.90%
Games
480

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

View augment details
PrismaticT258.33%1.90%480
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
57.14%
Pick Rate
1.16%
Games
294

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
PrismaticT257.14%1.16%294
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
56.74%
Pick Rate
2.08%
Games
527

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT256.74%2.08%527
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
56.19%
Pick Rate
2.08%
Games
525

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
GoldT256.19%2.08%525
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
55.56%
Pick Rate
2.78%
Games
702

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

View augment details
GoldT255.56%2.78%702
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
55.50%
Pick Rate
1.55%
Games
391

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
SilverT255.50%1.55%391
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
55.45%
Pick Rate
1.27%
Games
321

Grants 50% critical strike chance .

View augment details
GoldT255.45%1.27%321
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
55.04%
Pick Rate
1.45%
Games
367

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
GoldT255.04%1.45%367
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
54.41%
Pick Rate
2.11%
Games
533

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
SilverT254.41%2.11%533
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
54.32%
Pick Rate
2.10%
Games
532

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

View augment details
GoldT254.32%2.10%532
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
54.22%
Pick Rate
1.22%
Games
308

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

View augment details
GoldT254.22%1.22%308
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
54.06%
Pick Rate
1.85%
Games
468

Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units.

View augment details
SilverT254.06%1.85%468
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.72%
Pick Rate
1.97%
Games
497

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
PrismaticT253.72%1.97%497
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
53.54%
Pick Rate
1.57%
Games
396

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
GoldT253.54%1.57%396
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
53.41%
Pick Rate
1.62%
Games
410

Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration

View augment details
GoldT253.41%1.62%410
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.39%
Pick Rate
1.75%
Games
442

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
PrismaticT253.39%1.75%442
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
53.33%
Pick Rate
2.97%
Games
750

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
GoldT253.33%2.97%750
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
52.87%
Pick Rate
1.65%
Games
418

Increases attack damage by 20% .

View augment details
SilverT252.87%1.65%418
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
52.76%
Pick Rate
2.08%
Games
525

Gain 2 Stat Anvils .

View augment details
SilverT252.76%2.08%525
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
52.71%
Pick Rate
2.33%
Games
590

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
SilverT252.71%2.33%590
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
52.71%
Pick Rate
1.39%
Games
351

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
GoldT252.71%1.39%351
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
52.57%
Pick Rate
1.62%
Games
409

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
GoldT252.57%1.62%409
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.48%
Pick Rate
1.20%
Games
303

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
PrismaticT252.48%1.20%303
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
52.47%
Pick Rate
3.36%
Games
850

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
GoldT252.47%3.36%850
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
52.07%
Pick Rate
2.20%
Games
555

Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you.

View augment details
GoldT252.07%2.20%555
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
51.81%
Pick Rate
1.31%
Games
332

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

View augment details
SilverT251.81%1.31%332
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.53%
Pick Rate
1.17%
Games
295

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

View augment details
PrismaticT251.53%1.17%295
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
51.33%
Pick Rate
1.63%
Games
413

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
GoldT251.33%1.63%413
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
51.16%
Pick Rate
1.88%
Games
475

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
GoldT251.16%1.88%475
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
51.16%
Pick Rate
1.54%
Games
389

Gain 1750 upon acquiring this augment.

View augment details
GoldT251.16%1.54%389
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.79%
Pick Rate
1.75%
Games
443

Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed .

View augment details
PrismaticT250.79%1.75%443
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
50.40%
Pick Rate
1.49%
Games
377

Convert all of your ability power into bonus attack damage at a rate of 1 bonus attack damage per 1. 66 ability power . Additionally, increase your total attack damage by 15% .

View augment details
SilverT250.40%1.49%377
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.35%
Pick Rate
3.63%
Games
918

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

View augment details
PrismaticT249.35%3.63%918
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
47.97%
Pick Rate
1.86%
Games
469

Upgrades Hubris , empowering Eminence to heal you for 2. 5 % (+ 0. 5 % per stack) maximum health upon being triggered and grant you 10 (+ 5 per stack) bonus movement speed for its duration. Additionally, gain 250 .

View augment details
GoldT247.97%1.86%469
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.18%
Pick Rate
1.19%
Games
301

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
PrismaticT246.18%1.19%301
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
45.68%
Pick Rate
1.10%
Games
278

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

View augment details
GoldT245.68%1.10%278
Windspeaker's Blessing Windspeaker's Blessing Windspeaker's Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.32%
Pick Rate
2.20%
Games
555

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
PrismaticT244.32%2.20%555
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
60.80%
Pick Rate
0.70%
Games
176

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
PrismaticT360.80%0.70%176
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
60.61%
Pick Rate
0.91%
Games
231

Grants 60 ability haste .

View augment details
GoldT360.61%0.91%231
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
57.69%
Pick Rate
0.41%
Games
104

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
GoldT357.69%0.41%104
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
57.55%
Pick Rate
0.42%
Games
106

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

View augment details
PrismaticT357.55%0.42%106
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
56.67%
Pick Rate
0.83%
Games
210

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT356.67%0.83%210
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
56.56%
Pick Rate
0.48%
Games
122

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
PrismaticT356.56%0.48%122
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
54.95%
Pick Rate
0.72%
Games
182

Gain 15% omnivamp .

View augment details
SilverT354.95%0.72%182
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
54.84%
Pick Rate
0.61%
Games
155

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

View augment details
SilverT354.84%0.61%155
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.75%
Pick Rate
0.87%
Games
221

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
PrismaticT354.75%0.87%221
Stuck in Here With Me Stuck in Here With Me Stuck in Here With Me Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
54.00%
Pick Rate
0.40%
Games
100

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
PrismaticT354.00%0.40%100
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
53.13%
Pick Rate
0.63%
Games
160

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

View augment details
SilverT353.13%0.63%160
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.50%
Pick Rate
0.47%
Games
120

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
PrismaticT352.50%0.47%120
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.97%
Pick Rate
0.91%
Games
229

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

View augment details
PrismaticT351.97%0.91%229
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.40%
Pick Rate
0.42%
Games
107

Grants 3 random Dragon Souls .

View augment details
PrismaticT351.40%0.42%107
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
51.08%
Pick Rate
0.55%
Games
139

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
GoldT351.08%0.55%139
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
50.98%
Pick Rate
0.61%
Games
153

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

View augment details
GoldT350.98%0.61%153
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
49.23%
Pick Rate
0.51%
Games
130

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT349.23%0.51%130
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
49.04%
Pick Rate
0.41%
Games
104

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

View augment details
SilverT349.04%0.41%104
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
48.82%
Pick Rate
0.50%
Games
127

Upon dropping below 35% of your maximum health , you knock back all enemies within a 500 radius by 750 units and slow them by 90% for 1. 5 seconds (25 second cooldown, resets upon death).

View augment details
SilverT348.82%0.50%127
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
48.30%
Pick Rate
0.70%
Games
176

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
GoldT348.30%0.70%176
Mighty Shield Mighty Shield Mighty Shield Silver
Rarity
Silver
Tier
T5
Win Rate
48.19%
Pick Rate
0.76%
Games
193

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

View augment details
SilverT348.19%0.76%193
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
48.17%
Pick Rate
0.65%
Games
164

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

View augment details
GoldT348.17%0.65%164
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.15%
Pick Rate
0.64%
Games
162

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
PrismaticT348.15%0.64%162
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
48.15%
Pick Rate
0.53%
Games
135

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

View augment details
GoldT348.15%0.53%135
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.89%
Pick Rate
0.56%
Games
142

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

View augment details
PrismaticT347.89%0.56%142
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.86%
Pick Rate
0.55%
Games
140

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
PrismaticT347.86%0.55%140
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
47.66%
Pick Rate
0.42%
Games
107

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

View augment details
SilverT347.66%0.42%107
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
46.61%
Pick Rate
0.47%
Games
118

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

View augment details
GoldT346.61%0.47%118
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.54%
Pick Rate
0.86%
Games
217

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

View augment details
PrismaticT346.54%0.86%217
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
46.50%
Pick Rate
0.79%
Games
200

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
SilverT346.50%0.79%200
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.83%
Pick Rate
0.47%
Games
120

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
PrismaticT345.83%0.47%120
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
61.54%
Pick Rate
0.31%
Games
78

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
SilverT461.54%0.31%78
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
61.04%
Pick Rate
0.30%
Games
77

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
GoldT461.04%0.30%77
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
60.00%
Pick Rate
0.36%
Games
90

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

View augment details
SilverT460.00%0.36%90
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
58.89%
Pick Rate
0.36%
Games
90

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
GoldT458.89%0.36%90
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
58.06%
Pick Rate
0.37%
Games
93

Grants 60% bonus attack speed .

View augment details
SilverT458.06%0.37%93
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
56.92%
Pick Rate
0.26%
Games
65

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

View augment details
GoldT456.92%0.26%65
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
54.55%
Pick Rate
0.26%
Games
66

Your base attack speed is set to a static amount of 0. 625 and your attack rate no longer benefits from any source of attack speed bonuses. In return, you gain 25 bonus attack damage and convert every 1% bonus attack speed into 1 bonus attack damage .

View augment details
GoldT454.55%0.26%66
Poltergeist Poltergeist Poltergeist Silver
Rarity
Silver
Tier
T5
Win Rate
52.63%
Pick Rate
0.30%
Games
76

Replace a summoner spell with Poltergeist . Poltergeist: Casts both Barrier and Ghost on yourself, both lasting 5 seconds and with the former granting a shield for 110 – 440 (based on level) and the latter granting 30% bonus movement speed .

View augment details
SilverT452.63%0.30%76
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.56%
Pick Rate
0.31%
Games
78

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
PrismaticT452.56%0.31%78
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
51.02%
Pick Rate
0.39%
Games
98

Basic attacks on-hit reduce the target's damage dealt by 15% for 3 seconds, refreshing with each hit. Their size is also reduced significantly for the duration.

View augment details
GoldT451.02%0.39%98
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
49.18%
Pick Rate
0.24%
Games
61

Upgrades The Collector , empowering Death to have its execution threshold increased by 0. 5 % each time you kill an enemy champion, capped at a threshold of 12.5% of the target's maximum health , and Taxes to generate a further 25 (total 50 ) from kills. Additionally, gain 250 .

View augment details
SilverT449.18%0.24%61
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
49.15%
Pick Rate
0.23%
Games
59

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT449.15%0.23%59
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.75%
Pick Rate
0.32%
Games
80

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

View augment details
PrismaticT448.75%0.32%80
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.17%
Pick Rate
0.21%
Games
53

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
PrismaticT447.17%0.21%53
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
47.06%
Pick Rate
0.27%
Games
68

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
GoldT447.06%0.27%68
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
47.06%
Pick Rate
0.20%
Games
51

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT447.06%0.20%51
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
46.15%
Pick Rate
0.36%
Games
91

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
GoldT446.15%0.36%91
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
44.74%
Pick Rate
0.30%
Games
76

Grants 20 bonus attack damage , 10 ability haste , and 5 lethality .

View augment details
SilverT444.74%0.30%76
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
41.11%
Pick Rate
0.36%
Games
90

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

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SilverT441.11%0.36%90
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
40.68%
Pick Rate
0.23%
Games
59

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

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GoldT440.68%0.23%59
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
40.63%
Pick Rate
0.25%
Games
64

Grants 18% armor penetration and magic penetration .

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GoldT440.63%0.25%64
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
39.47%
Pick Rate
0.30%
Games
76

Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application.

View augment details
GoldT439.47%0.30%76
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
31.48%
Pick Rate
0.21%
Games
54

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

View augment details
GoldT431.48%0.21%54

Dr. Mundo Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

Standard order: R > Q > E > W.

REQW

If your augment pushes Mundo into melee trading, consider R > Q > E > W with earlier E points, or R > E > Q > W only when you can actually reach people.

RQWE

If your augment rewards soaking damage, extended brawls, or repeated close-range contact, move W up to second: R > Q > W > E.

RQEW

Max Q first, max E second, and leave W for last unless your augment or lobby forces a different plan.

Dr. Mundo Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Dr. Mundo 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

Nidalee Nidalee Nidalee T5
Tier
T5
Rank
#154
Win Rate
46.11%
Pick Rate
0.67%

Nidalee the Bestial Huntress Nidalee is a hybrid poke-assassin who dominates mid-range fights by weaving between a human form that throws spears and a cougar form that executes wounded targets. Her entire gameplay loop revolves around one mechanic: landing a Javelin Toss. When she hits a spear at long range, the damage scales massively, and the target gets marked for her cougar form to pounce on with enhanced damage. In ARAM: Mayhem, she is a lane bully on steroids. The single-lane format means she always has vision of her targets, and the constant teamfighting gives her endless opportunities to chunk enemies before going in for the kill. She plays as a siege specialist who transitions into a finisher. Early on, you stay back in human form, chucking spears and laying traps to control the health relics and bushes. Once an enemy drops to half health or eats a max-range spear, you swap to cougar form and dive in with W-Q-E combos to delete them. The Mayhem environment accelerates this pattern. Faster gold and ability haste let her reach her one-shot power spike much earlier than on Summoner's Rift. She doesn't have to farm for twenty minutes to become scary; she starts dangerous and gets worse. What changes in Mayhem is her consistency and the pressure on her mana pool. In normal ARAM, Nidalee often runs dry if she spams spears. Here, the increased resource generation or specific augments often smooth out that weakness, letting her fish for picks constantly. She also benefits from the chaotic movement. Enemies are dodging skillshots from four other champions, which makes landing a single decisive spear much easier. The downside is her fragility. If she misses her combo or gets caught by hard engage, she pops instantly. She has no real escape tool once she commits to cougar form, so every all-in is a calculated risk. View champion guide

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

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

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

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

Read counter details

Countered By

5

Dr. Mundo is countered by these champions in ARAM: Mayhem.

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

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

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

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

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

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

Kog'Maw Kog'Maw Kog'Maw T2
Tier
T2
Rank
#72
Win Rate
51.01%
Pick Rate
0.61%

Kog'Maw is a backline damage dealer who wins by staying alive long enough to melt everything in front of him. He is picked as a scaling marksman or poke carry, depending on build and augments, with a simple job: hit safely, punish enemies who walk too far forward, and turn extended fights into a damage check they cannot pass. His signature pattern is spacing around his empowered attacks and long-range artillery. In ARAM: Mayhem, fights start faster and threats reach him more often, so Kog'Maw needs protection, clean positioning, and smart augment choices more than ever. If your team can buy him a few seconds, he becomes a brutal front-to-back carry; if he gets rushed without peel, he can disappear before his damage matters. View champion guide

Trundle Trundle Trundle T3
Tier
T3
Rank
#125
Win Rate
49.03%
Pick Rate
0.31%

Trundle the Troll King Trundle is a tanky fighter who wins fights by stealing stats and controlling space. His entire identity revolves around Chomp for sustained damage and Pillar of Ice for disruption. He excels at shutting down immobile champions and dueling anyone foolish enough to fight him in his domain. In ARAM: Mayhem, Trundle shifts from a niche counter-pick to a consistent lane bully. The single-lane format guarantees he always has targets for Pillar, and the constant fighting lets him keep his attack speed buff stacked. He acts as a frontline anchor who creates openings with terrain abuse rather than raw engage range. His signature pattern is simple: isolate a target with Pillar, close the gap, and beat them down while their stats drain into him. Mayhem's pacing favors this playstyle because teams are constantly clumped, giving his ultimate high value on tanky comps. If you like winning 1v1s and making enemies rage at pathing, this is your pick. View champion guide

Read counter details

Dr. Mundo Team Comp Highlights

Partner patterns extracted from the team comp guide

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

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

Ball Delivery, Layered Engage, And Safe Damage Behind Mundo Synergy Mechanism: Mundo Is A Strong Carrier For Orianna’s Ball Because He Naturally Wants To Stand In The Most Uncomfortable Space For The Enemy Team. When He Walks Forward, Orianna Gets A Moving Threat Zone Without Having To Expose Herself. If Enemies Step Back, Mundo Claims Ground. If They Clump To Burn Him Down, Orianna Gets The Kind Of Target Grouping She Wants. Combo: Mundo Starts The Approach With Cleavers And Body Pressure. Orianna Places The Ball On Him Or Near His Path, Then Waits For The Enemy To Commit Crowd Control Or Movement Spells. Once They Bunch Up Around Mundo, Orianna Uses Her Burst And Control While Mundo Keeps Chasing The Lowest-health Target Or Turns On Anyone Who Overcommits Into Him. Best Scenario: This Pairing Is Strongest Against Teams That Need To Hit The Front Line First Before Reaching Carries. Mundo Absorbs Attention, Orianna Punishes The Stack, And Your Backline Gets A Clean Window To Fire. Enemy Answer: The Enemy Should Spread Out, Avoid Chasing Mundo Too Deep, And Hold Displacement Or Disengage Until Orianna Shows Her Setup. Long-range Poke Also Helps Because It Forces Orianna And Mundo To Spend Health Before The Real Fight Starts. Failure Risk And Recovery: The Combo Fails If Mundo Runs Past Orianna’s Follow-up Range Or If Orianna Uses Her Big Control Before The Enemy Commits. Recover By Slowing The Fight Down. Mundo Should Re-enter From The Front, Not From An Isolated Side Angle, And Orianna Should Play For The Second Clump After The Enemy Has Used Their First Escape Tools. Lulu

Reliable follow-up damage: Mundo can make enemies waste time, but he does not want long fights where nobody on his team can kill the targets he pins down. Pair him with carries or mages who can hit safely while he occupies the lane.

Lulu Lulu Lulu T4
Tier
T4
Rank
#121
Win Rate
47.27%
Pick Rate
0.46%

Lulu the Fae Sorceress Lulu is a whimsical enchantress who controls fights through disruption, buffs, and crowd control rather than raw damage. She excels as a support or utility mage, turning enemy engages into chaos while amplifying her allies. Her signature pattern revolves around Polymorph—shutting down divers or assassins the moment they commit—and using Whimsy to speed up engages or peel threats. In ARAM: Mayhem, her constant poke and shielding become even more oppressive, and the faster pace means her ult and polymorph are available for nearly every skirmish. View champion guide

Speed, Protection, And Extended Brawling

Lulu gives Mundo the two things he most wants when the enemy team can kite: help reaching targets and extra time once he gets there. Her shields, speed, and peel make his health bar harder to chew through, and her defensive tools can turn an enemy burst attempt into a wasted rotation.

Ashe Ashe Ashe T2
Tier
T2
Rank
#24
Win Rate
51.83%
Pick Rate
1.23%

Ashe is a utility marksman who wins fights by slowing targets, checking space, and setting up picks before the brawl fully starts. Her basic pattern is simple: keep enemies tagged with Frost, punish anyone who steps too far forward, and use her long-range engage to start clean fights for your team. In ARAM: Mayhem, Ashe is less about quiet lane control and more about constant teamfight value. The single-lane map makes her poke, vision control, and slows easy to apply, but it also means divers and hard engage reach her faster. Play her like a backline caller: soften enemies, create catches, follow allied crowd control, and reposition early whenever the fight turns messy. View champion guide

Slows, Pick Pressure, And Target Selection

Ashe makes Mundo’s chase pattern much cleaner. Mundo is at his best when the enemy cannot freely walk away from his cleavers and melee pressure. Ashe’s repeated slows and long-range engage help decide which target the whole team is allowed to hit, rather than letting Mundo wander between five enemies who all kite in different directions.

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

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

Sustain, Layered Control, And Teamfight Cleanup

Seraphine rewards Mundo for taking front-line space without forcing an instant all-in. Her area shielding, healing support, and crowd control help Mundo survive poke phases and make enemy clumps dangerous. Mundo, in return, gives Seraphine a stable front target to play behind so she does not have to start every fight herself.

Jinx Jinx Jinx T1
Tier
T1
Rank
#6
Win Rate
54.66%
Pick Rate
1.18%

Jinx is a backline marksman who turns one good kill into a full team wipe. She pokes and farms safely with rockets, swaps to minigun when a target is locked down, and uses her traps to punish anyone who walks too far forward. Her signature pattern is simple: stay alive, tag a low-health enemy, then use the takedown speed reset to chase the next one. In ARAM: Mayhem, Jinx loves the constant fighting and narrow lane, but she also gets punished harder for poor spacing. More brawls mean more chances to snowball with resets, yet divers and long-range engage can reach her quickly if she stands too close. Play behind your frontline, fire rockets when enemies group up, save traps for incoming threats, and only step forward once the first enemy is already falling. View champion guide

Front-to-back Damage And Reset Punishment

Jinx loves a front line that makes enemies spend time, movement, and cooldowns before they can reach her. Mundo does that well. He does not need Jinx to babysit him every second; he needs her to punish the enemies who stop to hit him or who get slowed while trying to escape.

Dr. Mundo ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityMundo acts as a patient frontline wall, absorbing poke, landing cleavers, scaling into health items, and walking forward once enemies run out of damage.He becomes a tempo-sensitive bruiser tank who must choose entry timing carefully because damage spikes arrive earlier and fights restart faster after losses.Stop autopilot soaking; read the fight state before committing forward.
Cleaver DisciplineConstant cleaver fishing is rewarded because the lane is narrow and enemies have fewer weird movement patterns to dodge.Missed cleavers are more punishable since losing the slow lets enemies counter-engage during that gap. Aim at targets last-hitting, channeling, or exiting brush.Never throw max-range cleavers out of boredom; wait for clear hits.
Passive ValueBlocking one crowd control spell is already considered good value for Mundo in standard games.That block determines whether you reach a carry or get erased before your ultimate matters. Bait key spells before your team commits.Treat your passive as a critical engage tool, not a bonus.
Snowball UsageMundo can sometimes ignore Snowball and just walk forward toward enemies without much consequence.Snowball is crucial since enemies kite or burst better. Use marks as threats; take dashes only when enemy peel is down or your team can follow.A landed Snowball is pressure—taking it instantly is often a mistake.
Ultimate TimingMundo can often ult when nearly dead and still recover effectively during extended fights.Burst can finish you before recovery matters. Use ultimate when the extended fight is starting and you still have a path forward.Press ult proactively, not reactively, or die before it helps.
Build FlexibilityMundo often follows a straightforward health-heavy tank path that works reliably in most games.Item logic needs respect for enemy damage type and healing reduction. Check who is killing you after each fight, then buy against that source.Build against actual threats, not a fixed path every game.

Champion Analysis

Role / Current performance

Overview

Dr. Mundo the Madman of Zaun is a melee tank in Hextech Mayhem (ARAM) with extraordinary health pools and exceptional sustainability, making him one of the most durable champions on the Howling Abyss. His identity revolves around being an almost unkillable green giant who charges headfirst into the enemy team, reflecting his reckless, unhinged personality captured by his iconic line, "Mundo goes where he pleases." The core of his strategic value lies in his passive, Adrenaline Rush, which grants health regeneration whenever he casts abilities, allowing him to recover rapidly even after absorbing massive damage. This means Dr. Mundo can sustain through prolonged fights and poke exchanges without needing to recall frequently, a critical advantage in a mode where constant skirmishing is the norm. His primary poke and self-heal tool is his Q, Infected Cleaver, a contaminated bone-saw that deals magic damage scaling with the target’s current health, slows them, and heals Dr. Mundo for the same amount. This ability allows him to harass enemies from a safe distance while simultaneously restoring his own health, making him a persistent threat in the lane phase. His W, Burning Agony, provides continuous area-of-effect magic damage to nearby enemies while granting bonus magic resistance, enabling him to deal consistent damage to multiple targets in team fights while also improving his survivability against magic damage dealers. His E, Masochism, empowers his next basic attack with bonus physical damage, giving him additional burst when he closes the gap. The ultimate ability, Sadism, is the signature tool that makes Dr. Mundo virtually impossible to kill in Hextech Mayhem—it instantly restores a massive amount of health, capable of bringing him back to full even from critically low health. This ultimate defines his positioning as a front-line disruptor: he can initiate fights, absorb enemy cooldowns, and then activate Sadism to shrug off what would otherwise be lethal damage. His practical strategic value is that he forces the enemy team to invest disproportionate resources to bring him down, creating space for his carries. As the most straightforward tank in the mode, Dr. Mundo’s pattern is simple but effective: charge into the enemy team, activate W and R, and watch the enemy despair as they cannot kill him before he recovers.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Dr. Mundo wins ARAM: Mayhem by turning the lane into a bad trade for the enemy. He is not a clean one-shot engager but a health sponge with constant poke, strong chase once people overstep, and enough sustain to make short enemy cooldowns feel wasted. In the first few waves, stand close enough to threaten cleavers but far enough that five enemies cannot dump all spells on you. Start fights with Infected Bonesaw unless the enemy carry is already trapped; the cleaver slow gives permission to walk forward. If it lands on a squishy or low-mobility champion, step in immediately and make them choose between retreating through your team’s damage or burning escape tools. Do not sprint into five ready champions; eating every crowd control spell before your team is in range donates your health bar. Walk behind minions, fish for a cleaver, then commit when at least one key enemy spell has missed. Use your body to split the enemy front from the backline by moving past their frontline at an angle instead of dueling it. When the enemy dives first, stand between the diver and your damage dealers, throwing cleaver into their retreat path while your team unloads. You peel by making the diver’s exit slow and painful. Save forward movement for when an assassin dashes into your backline; turn on them and force them to run through you. Respect layered crowd control even with your passive; let the first disable break on you, then back up if follow-up remains. When a fight goes bad, retreat diagonally to prevent skillshots down the lane. Use cleaver on the champion most likely to finish the chase, usually a marksman or mage. If low but not dead, stop re-entering to throw one spell; staying alive for the next wave provides more value. Stand slightly off-center when grouped to catch spells meant for your backline. Use minion waves as cover but do not hide too far back. Avoid fighting in the narrowest part of the bridge against heavy area control. Your best target is an enemy who cannot ignore your slow and cannot kill you quickly—often a mage or marksman. Do not tunnel the tank unless isolated; hit them with incidental damage and look for backline angles. Switch targets fast if a carry burns mobility. Use Snowball as a follow-up after a landed cleaver or missed enemy spell, not as a blind opener. Pick augments that reward taking contact, chasing slowed targets, or surviving extended trades, and trigger them while frontlining near your team. When ahead, stand forward to deny wave access; when outranged, give ground and punish overextensions. After winning a fight, help push only if your health allows blocking the respawn engage. Dive only when the enemy backline is already missing health or mobility, and activate your ultimate before forced into survival mode. When behind, focus on wave control, poke, and peeling; do not chase deeper if your team lacks damage. Build fights around enemy mistakes, trading health for space only when it matters. The clean Mundo game is patient pressure into sudden commitment: land cleavers, walk with purpose, soak the right spells, and take the deep angle only after the enemy has spent the tools that punish it.

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Playstyle Guide

Playstyle / Team structure

Play guide

Dr. Mundo wins Mayhem games by being annoying first and unkillable later. During levels 1-6, hold the front without forcing all-ins. Stand at the edge of your team, using minion waves and side angles to threaten cleavers. Make early trades short: throw a cleaver at an enemy carry or immobile mage, walk up one step to claim space if it lands, then back off before the full enemy team turns. If it misses, reset behind the wave. Early Snowball is mostly a threat—use it only when an enemy squishy is already chunked or isolated. Activate early defensive or sustain augments to survive poke and keep health high enough to contest the wave. Push when your team has stronger poke, stall when outranged. When ahead, deny space instead of donating shutdowns; when behind, stop contesting every minion, play behind healthier allies, and wait for oversteps. Reach level 6 with enough health to fight, but wait for enemy burst or crowd control to be partially committed before running in. From levels 7-11, become the space-maker. Position between the enemy frontline and your carries, forcing skillshots to hit you or miss your backline. Keep using cleavers to start trades, but now walk forward more often after a hit. The ideal rhythm is cleaver, step in, force a response, absorb or dodge the first important spell, then either retreat with value or keep going if the enemy carry is exposed. Mid-game Snowball turns poke into real fights—use it after a cleaver slow, ally crowd control, or when an enemy carry separates from peel. Defensive augments should be used before burst lands, damage augments after the enemy has committed movement. Push when your team has health advantage or enemy waveclear is dead; stall when carries need items or ultimates are down. When ahead, make the enemy spend multiple spells just to stop your walk-up; when behind, let the enemy engage into your team and counter-walk onto their damage dealers. Convert one good mid-game fight into turret damage or a clean reset of lane control. After level 12, force messy fights and protect your carries by being impossible to ignore. Stand where enemy damage dealers want to walk, close enough that one cleaver or Snowball makes them respect you. Late trades are about health bars before the all-in—land cleavers on carries whenever possible but do not burn your full commit for poke. Late Snowball can win or lose the game: use it when your team can instantly follow, an enemy carry has no safe path backward, or to dodge incoming damage and land inside their formation; let it expire if it tags a bait target. Augments should have a clear job by late game, paired with ultimate or enemy burst windows for survival, or held until the enemy uses mobility. Push hard after kills, but respect respawn angles and turret damage. When ahead, walk up with minions and force the enemy to spend peel before you commit; when behind, peel first by standing on your best damage dealer and cleaving enemy divers. After a won fight, choose the objective path immediately; after a lost fight, respawn with a plan to defend the next wave and hold Snowball for counter-engage. Dr. Mundo’s late game is not about one perfect combo—it is about forcing the enemy to answer you again and again until they run out of clean answers.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

When ahead, Dr. Mundo turns item and lane advantages into permanent pressure by standing in the front pocket of the lane—close enough that enemy carries must respect cleavers but not so deep that he eats five champions before his team can move. He forces the enemy to spend damage, crowd control, and movement just to hold the wave, giving his backline a clean window to hit towers, finish low targets, or claim heal packs. Key triggers include an enemy carry stepping forward: throw cleavers at their exit path, walk up on a hit, but reset on a miss instead of chasing through the formation. When enemy crowd control misses or lands on a teammate, move forward immediately—Dr. Mundo is much more threatening when lockdown is unavailable. Use ultimate with a defensive summoner or Snowball follow-up only if his team can actually hit; hold the dive if carries are clearing or too far back. After winning a fight, push the wave first before chasing survivors under tower—take structure damage and zone, then leave before respawns turn the fight. Augment choices while ahead: take healing or durability augments if the enemy still has burst; movement or sticking-power augments to punish carries after they waste mobility, not to enter fights first; damage-oriented augments only when the team has enough frontline or peel, as extra damage can bait low-value brawls and anti-heal still counters pure damage. Avoid throws by not starting fights without passive protection against pick tools, not chasing through heal packs without checking enemy positions, and not confusing tankiness with unkillability—anti-heal, slows, displacement, and percent-health damage all reduce his margin. Peel first if carries are the win condition; body-block and slow divers before turning on the enemy backline. When behind, Dr. Mundo cannot fix the game by running straight at the enemy. He buys time, protects health bars, and makes the enemy overcommit into his sustain. Cleavers become a control tool first and kill tool second—every missed engage matters more when his team lacks damage or items. Play for repeatable small wins: slow enemy push, secure heal packs, punish one greedy carry, and survive until a stronger fight. Triggers include the enemy controlling the wave and poking under tower: stand to the side of carries and throw cleavers through the wave toward stepping champions, but do not eat every poke spell, as losing too much health before the real engage turns ultimate into a recovery tool. If an enemy bruiser or assassin dives his backline, turn immediately to slow and body the diver, giving his damage dealers time to focus one target. When the enemy uses major damage on the wave or tower, that is a small punish window to threaten space with a cleaver and back off before an all-in. On a teammate’s crowd control landing on a squishy, follow only if a damage dealer is in range—otherwise throw one cleaver and reset. Augment priorities when behind: immediate durability or shields to survive the first rotation; movement or tenacity-style augments to reach a mispositioned carry after they use mobility or to escape after absorbing cooldowns; selective damage augments only when paired with peel, shields, or enough crowd control to keep enemies in threat range; if anti-heal is strong, add resistances, shields, or utility instead of stacking more healing.

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Champion Background

Lore / Identity / Text block

Background copy

Dr. Mundo the Madman of Zaun thrives in ARAM: Mayhem as a durable frontliner whose effectiveness hinges on carefully managing his ability windows rather than raw durability alone. His passive, Goes Where He Pleases, allows him to shrug off one immobilizing effect and drop a canister that can be picked up to restore health and refresh the ability. This passive serves as an entry permit: when it is available, he can step forward to threaten with cleavers, block engage angles, or force the enemy to waste crowd control before his carries commit. When it is down, he must play behind the frontline until it can be recovered or until the enemy’s best pick tool is already used. The passive is not permanent safety; opponents can pop it with low-commitment control and then chain crowd control after it is gone, or stand on the canister path to bait overextension. Dr. Mundo’s Q, Infected Bonesaw, is his primary pressure tool before committing. It throws a cleaver that damages and slows the first enemy hit, allowing him to check brushes, control narrow ARAM angles, and start chases. Landing Q gives him a reason to advance; missing Q means he should usually wait. Enemies can block it with minions or frontline champions, so he must aim through gaps or diagonally. Q slows make his W, Heart Zapper, much easier to cash in. W charges an area around him, storing damage taken, then releases a burst that recovers health if it hits an enemy. Activating W when damage is about to land allows Dr. Mundo to walk into burst windows, forcing enemies to either waste damage into his recovery or stop attacking. Wasted W, if it misses or heals nothing, is a signal to stop chasing and reset the fight around Q and passive. His E, Blunt Force Trauma, empowers his next attack for extra damage and can send killed targets flying to damage enemies behind them. It is his close-range punishment, best used when enemies are slowed or trapped. Kiting is the main counter; enemies who respect his Q slow can stay outside E range. Finally, his R, Maximum Dosage, provides a large survival and chase window through healing and movement. It should be pressed before he is so low that burst finishes him during the animation, ideally when he is already taking focus and his team is close to punish enemies. Using R too early or when nobody is forced to respond wastes the ultimate and gives the enemy a clean timing to engage. Overall, Dr. Mundo’s success in ARAM: Mayhem requires disciplined ability usage—using passive to absorb key crowd control, landing Q to create openings, timing W to maximize recovery, applying E when contact is secure, and activating R to convert durability into pressure without overextending while his tools are on cooldown.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Dr. Mundo’s health is a resource that must be spent with a clear plan in ARAM: Mayhem. The biggest mechanical mistakes come from throwing Cleavers at max range into minions without checking the angle, costing health for no pressure and leaving the enemy backline untouched while denying your team a slow to punish forward steps. Instead, step to the side of the wave, aim through gaps after minions move, and throw only when an enemy must choose between dodging or giving up space. If two Cleavers miss in a row, stop fishing, stand near carries, let health settle, and wait for an enemy to walk up. Activating the damage-storing defensive spell after enemy burst has ended means taking the full hit and gaining little from the recast; turn it on as you enter danger or as the first major damage spell comes, then recast while enemies are near. If mistimed, back behind the frontline, throw Cleavers from safety, and wait for the spell or ultimate. Pressing ultimate at the last sliver of health invites burst, anti-heal, or layered crowd control to finish you before regeneration changes the fight; use ultimate when committed and still healthy enough to benefit from healing and movement—it is a fight button, not just a panic button. If you ult too late and survive, kite back with Cleaver slows, let healing work, and re-enter after enemies spend big damage or control. Your passive should break a key engage tool, not every cheap poke disable; dodge small control when possible and pick up the canister only when safe. If the passive is down, play farther back, hold choke points, and do not be the first into hard engage. Chasing the canister through the enemy team trades positioning for a small reset; if you overchase, turn toward your team or a wall instead of deeper, and slow the nearest pursuer with Cleaver. Auto-attacking randomly ignores empowered attack timing; use Cleaver to create a window, then step in for the empowered hit. If you swing at the wrong target, hit the nearest enemy and wait for the next slow. Using Snowball to instantly dive without checking who can follow leaves you alone; use it as a controlled entry after your team is in range. If you land too deep, turn back through the closest enemy, slow them, and drag the fight toward your team. Standing still to trade autos with champions who win extended duels makes durability a trap; kite with Cleaver and step back. On the decision side, building only maximum health leaves you vulnerable to health-based damage, sustained DPS, or anti-heal; build against the actual damage hitting you, pairing health with armor or magic resistance. Ignoring anti-heal means your regeneration gets cut; assume healing will be contested, ult earlier, avoid unnecessary poke, and prioritize defensive stats. Acting like you are the only engage forces fights where carries aren’t ready; check team position before crossing the midpoint. Saving ultimate for a perfect five-man brawl while losing every poke exchange leaves you too low to fight; use ultimate to win tempo when your health is why your team cannot stand forward. Diving past the frontline every fight lets their frontline turn on your backline; decide before the fight whether you are a diver or a wall. If you chose the wrong role, swap immediately—a Cleaver on the enemy diver may save more damage. Picking augments only for greed without considering how fights start can leave you kited; favor augments that solve reaching targets or surviving focused damage.

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FAQ

Dr. Mundo

FAQ

Is Dr. Mundo a real tank in ARAM: Mayhem? Yes, but he is a selfish frontline more than a hard engage tank. If your team needs someone to stand in the lane and absorb pressure, walk up first, force enemies to hit you, and create space for carries. The tradeoff is that Mundo does not reliably lock targets down, so your team still needs damage or crowd control behind him. When should I pick Dr. Mundo? Pick Mundo when your team already has damage and needs a durable champion to start fights, soak poke, and keep enemies busy. If your allies are immobile carries or artillery champions, your job is to stand between them and the enemy dive. The tradeoff is that into heavy anti-heal, percent-health damage, or layered crowd control, you need more patience before committing. How should I play the first few waves? Start by farming safely with cleavers and only walk up when the enemy’s main crowd control or burst tools are down. If you take free damage before items and levels, you lose the one thing Mundo needs most: time to become hard to move. The tradeoff is giving up some early pressure so you can become the champion who controls the lane later.

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