ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T2 Rank #67

Twisted Fate ARAM Mayhem Build & Best Augments

Twisted Fate role and playstyle: baseline role is AP mage mid-lane style, with a core identity built around teamfight utility and damage output. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control. Key ARAM traits include AoE pressure, slow control. Hextech augment reliance: High: this champion depends heavily on the right augments to unlock peak damage or survivability. Execution difficulty: High execution: requires precise positioning, target selection, cooldown tracking, and fight timing. 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.

Twisted Fate Twisted Fate the Card Master Mage
TierT2
Rank#67
Win Rate50.89%
Pick Rate0.66%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

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

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

+12 Magic Penetration +45 Move Speed

Lich Bane Lich Bane Lich Bane
Total Price
2,900
Price
250

+100 Ability Power +6% Move Speed +10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus magic damage On-Hit.

Win Rate52.59%
Pick Rate16.75%
#2
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

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

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

+12 Magic Penetration +45 Move Speed

Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.

Win Rate54.40%
Pick Rate13.93%
#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.

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

+12 Magic Penetration +45 Move Speed

Rapid Firecannon Rapid Firecannon Rapid Firecannon
Total Price
2,650
Price
850

+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.

Win Rate49.00%
Pick Rate9.80%

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.

52.99%
Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

53.01%
Lich Bane Lich Bane Lich Bane
Total Price
2,900
Price
250

+100 Ability Power +6% Move Speed +10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus magic damage On-Hit.

51.99%
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.

52.04%
Rapid Firecannon Rapid Firecannon Rapid Firecannon
Total Price
2,650
Price
850

+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.

50.20%
Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.

52.72%
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%.

53.29%
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%.

53.24%
Void Staff Void Staff Void Staff
Total Price
3,000
Price
1,050

+95 Ability Power +40% Magic Penetration

48.77%
Rod of Ages Rod of Ages Rod of Ages
Total Price
2,600
Price
450

+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.

50.38%
Zhonya's Hourglass Zhonya's Hourglass Zhonya's Hourglass
Total Price
3,250
Price
450

+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.

51.16%
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%.

49.77%

Starting items

Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

53.56%
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.

53.56%
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.

55.28%
Catalyst of Aeons Catalyst of Aeons Catalyst of Aeons
Total Price
1,300
Price
200

+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.

49.61%

Core items

#1
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Rapid Firecannon Rapid Firecannon Rapid Firecannon
Total Price
2,650
Price
850

+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.

Win Rate46.57%
Pick Rate13.46%
#2
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

Win Rate46.10%
Pick Rate12.54%
#3
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

Win Rate42.80%
Pick Rate6.78%

Situational itemstop 12

Starting items

Scout's Slingshot Scout's Slingshot Scout's Slingshot
Total Price
600
Price
100

+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.

46.34%
Rectrix Rectrix Rectrix
Total Price
775
Price
425

+15 Attack Damage +4% Move Speed

46.34%
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.

41.05%
Hearthbound Axe Hearthbound Axe Hearthbound Axe
Total Price
1,200
Price
250

+20 Attack Damage +20% Attack Speed

41.05%
Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

47.86%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

47.86%

Core items

#1
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Rapid Firecannon Rapid Firecannon Rapid Firecannon
Total Price
2,650
Price
850

+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.

Win Rate43.55%
Pick Rate36.49%
#2
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

Win Rate43.15%
Pick Rate9.17%
#3
Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

Rapid Firecannon Rapid Firecannon Rapid Firecannon
Total Price
2,650
Price
850

+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.

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%.

Win Rate45.52%
Pick Rate9.11%

Situational itemstop 12

Statikk Shiv Statikk Shiv Statikk Shiv
Total Price
3,000
Price
625

+40 Attack Damage +45 Ability Power +30% Attack Speed +4% Move Speed Electrospark Your Energized Attacks fire chain lightning, applying On-Hit effects and dealing magic damage to nearby targets. Electroshock Basic Attacks grant extra Energized stacks.

43.49%
Rapid Firecannon Rapid Firecannon Rapid Firecannon
Total Price
2,650
Price
850

+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.

42.70%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

43.79%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.

42.95%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.

42.75%
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%.

45.85%
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.

40.94%
Lich Bane Lich Bane Lich Bane
Total Price
2,900
Price
250

+100 Ability Power +6% Move Speed +10 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus magic damage On-Hit.

46.22%
Terminus Terminus Terminus
Total Price
3,000
Price
1,100

+30 Attack Damage +35% Attack Speed Shadow Attacks deal 30 bonus magic damage On-Hit. Juxtaposition Alternate between Light and Dark Attacks against champions: Light Attacks grant Armor and Magic Resist for 5s. Dark Attacks grant +10% Armor Penetration and Magic Penetration for 5s.

47.74%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.

43.98%
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.

43.19%
Guinsoo's Rageblade Guinsoo's Rageblade Guinsoo's Rageblade
Total Price
3,000
Price
1,025

+30 Attack Damage +30 Ability Power +25% Attack Speed Wrath Attacks deal 30 bonus magic damage On-Hit. Seething Strike Attacks grant +8% Attack Speed for 3 seconds. (stacks 4 times). While fully stacked, every third Attack applies On-Hit effects twice.

40.83%

Starting items

Scout's Slingshot Scout's Slingshot Scout's Slingshot
Total Price
600
Price
100

+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.

43.69%
Rectrix Rectrix Rectrix
Total Price
775
Price
425

+15 Attack Damage +4% Move Speed

43.69%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

50.06%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

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

50.06%
Dagger Dagger Dagger
Total Price
250
Price
250

+10% Attack Speed

47.59%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

47.59%

Core items

#1
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

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

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

+12 Magic Penetration +45 Move Speed

Rapid Firecannon Rapid Firecannon Rapid Firecannon
Total Price
2,650
Price
850

+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.

Win Rate49.84%
Pick Rate36.59%
#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.

Rapid Firecannon Rapid Firecannon Rapid Firecannon
Total Price
2,650
Price
850

+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.

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

+12 Magic Penetration +45 Move Speed

Win Rate50.12%
Pick Rate12.40%
#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.

Rapid Firecannon Rapid Firecannon Rapid Firecannon
Total Price
2,650
Price
850

+35% Attack Speed +25% Critical Strike Chance +4% Move Speed Sharpshooter Your Energized Attack deals 40 bonus magic damage and gains 35% bonus Attack Range.

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%.

Win Rate53.53%
Pick Rate5.07%

Situational itemstop 12

Starting items

Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

50.46%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

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

50.46%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

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

50.99%
Scout's Slingshot Scout's Slingshot Scout's Slingshot
Total Price
600
Price
100

+20% Attack Speed Bullseye Damaging a champion deals bonus magic damage. Attacks reduce this cooldown by 1 second.

46.04%
Rectrix Rectrix Rectrix
Total Price
775
Price
425

+15 Attack Damage +4% Move Speed

46.04%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
54.51%
Pick Rate
6.60%
Games
1,508

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

View augment details
GoldT154.51%6.60%1,508
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
54.48%
Pick Rate
6.45%
Games
1,474

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
GoldT154.48%6.45%1,474
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
54.46%
Pick Rate
4.56%
Games
1,043

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
PrismaticT154.46%4.56%1,043
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.46%
Pick Rate
6.32%
Games
1,444

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
PrismaticT153.46%6.32%1,444
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
53.33%
Pick Rate
8.67%
Games
1,982

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
GoldT153.33%8.67%1,982
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
53.02%
Pick Rate
5.87%
Games
1,343

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
SilverT153.02%5.87%1,343
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.58%
Pick Rate
7.72%
Games
1,765

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
PrismaticT152.58%7.72%1,765
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
52.15%
Pick Rate
5.99%
Games
1,369

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

View augment details
SilverT152.15%5.99%1,369
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
52.08%
Pick Rate
12.41%
Games
2,838

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
GoldT152.08%12.41%2,838
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
52.08%
Pick Rate
5.58%
Games
1,275

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
GoldT152.08%5.58%1,275
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
51.88%
Pick Rate
5.13%
Games
1,172

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
SilverT151.88%5.13%1,172
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
51.79%
Pick Rate
4.90%
Games
1,120

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
SilverT151.79%4.90%1,120
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
51.78%
Pick Rate
14.59%
Games
3,335

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

View augment details
GoldT151.78%14.59%3,335
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
51.39%
Pick Rate
6.43%
Games
1,471

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT151.39%6.43%1,471
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
51.05%
Pick Rate
10.38%
Games
2,372

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

View augment details
SilverT151.05%10.38%2,372
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.79%
Pick Rate
12.20%
Games
2,788

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).

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PrismaticT150.79%12.20%2,788
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.56%
Pick Rate
7.81%
Games
1,786

Gain ability haste equal to 30% AP .

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PrismaticT150.56%7.81%1,786
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
50.56%
Pick Rate
16.87%
Games
3,857

Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast.

View augment details
GoldT150.56%16.87%3,857
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
50.23%
Pick Rate
10.33%
Games
2,361

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.

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GoldT150.23%10.33%2,361
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
50.11%
Pick Rate
6.02%
Games
1,377

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

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SilverT150.11%6.02%1,377
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
50.00%
Pick Rate
9.40%
Games
2,150

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% .

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SilverT150.00%9.40%2,150
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
49.52%
Pick Rate
6.83%
Games
1,561

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
GoldT149.52%6.83%1,561
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
49.33%
Pick Rate
4.90%
Games
1,121

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

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GoldT149.33%4.90%1,121
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
49.19%
Pick Rate
5.41%
Games
1,236

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
SilverT149.19%5.41%1,236
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
49.01%
Pick Rate
4.87%
Games
1,114

Gain the Arcane Comet and Summon Aery keystone runes.

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GoldT149.01%4.87%1,114
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
48.76%
Pick Rate
8.83%
Games
2,018

Grants 18% armor penetration and magic penetration .

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GoldT148.76%8.83%2,018
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
48.07%
Pick Rate
4.30%
Games
982

Gain ( 200 / 100) bonus attack range.

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GoldT148.07%4.30%982
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
46.82%
Pick Rate
5.50%
Games
1,258

Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities.

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GoldT146.82%5.50%1,258
Master of Duality Master of Duality Master of Duality Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.17%
Pick Rate
6.39%
Games
1,461

Basic attacks on-hit grant 6 – 18 (based on level) ability power and damaging abilities once per cast instance grant 3 – 9 (based on level) bonus attack damage , lasting for 5 seconds, with the duration of both refreshing on subsequent hits, and stacking infinitely.

View augment details
PrismaticT145.17%6.39%1,461
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
58.68%
Pick Rate
1.79%
Games
409

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 .

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GoldT258.68%1.79%409
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
57.14%
Pick Rate
2.08%
Games
476

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.]

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SilverT257.14%2.08%476
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
57.09%
Pick Rate
2.31%
Games
529

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

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PrismaticT257.09%2.31%529
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
56.09%
Pick Rate
1.83%
Games
419

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

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SilverT256.09%1.83%419
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
54.71%
Pick Rate
2.41%
Games
552

Grants bonus health equal to 50% maximum mana .

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SilverT254.71%2.41%552
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
54.66%
Pick Rate
3.57%
Games
816

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

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GoldT254.66%3.57%816
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
53.93%
Pick Rate
2.00%
Games
458

Gain 2 Stat Anvils .

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SilverT253.93%2.00%458
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
53.88%
Pick Rate
3.55%
Games
811

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

View augment details
GoldT253.88%3.55%811
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
52.55%
Pick Rate
1.97%
Games
451

Gain ( 75 / 50) bonus attack range.

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SilverT252.55%1.97%451
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
51.91%
Pick Rate
2.75%
Games
628

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

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GoldT251.91%2.75%628
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
51.90%
Pick Rate
1.73%
Games
395

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

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GoldT251.90%1.73%395
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.86%
Pick Rate
3.41%
Games
779

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.

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PrismaticT251.86%3.41%779
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
51.72%
Pick Rate
3.31%
Games
756

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

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GoldT251.72%3.31%756
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
51.61%
Pick Rate
2.45%
Games
560

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

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GoldT251.61%2.45%560
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
51.05%
Pick Rate
1.67%
Games
382

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

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SilverT251.05%1.67%382
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.96%
Pick Rate
2.74%
Games
626

Immobilizing or grounding an enemy champion summons a comet above them that lands at their current location after 1 second, dealing 50 – 150 (based on level) (+ 40% AP) (+ 4% of your maximum health) magic damage to enemies within the area (6 second cooldown per target per cast instance ).

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PrismaticT250.96%2.74%626
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
50.96%
Pick Rate
3.43%
Games
783

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

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SilverT250.96%3.43%783
Upgrade Sheen Upgrade Sheen Upgrade Sheen Gold
Rarity
Gold
Tier
T4
Win Rate
50.92%
Pick Rate
2.84%
Games
650

Upgrades all Spellblade items, empowering the passive effect to deal additional bonus physical damage equal to 4% of the target's maximum health and heal you for 3. 5 % of your maximum health . Additionally, gain 250 .

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GoldT250.92%2.84%650
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
50.72%
Pick Rate
2.42%
Games
554

Grants 60 ability haste .

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GoldT250.72%2.42%554
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
50.51%
Pick Rate
2.99%
Games
683

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 .

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GoldT250.51%2.99%683
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
50.40%
Pick Rate
2.75%
Games
629

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

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SilverT250.40%2.75%629
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
50.00%
Pick Rate
2.94%
Games
672

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).

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GoldT250.00%2.94%672
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
49.16%
Pick Rate
2.35%
Games
537

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
GoldT249.16%2.35%537
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.69%
Pick Rate
2.84%
Games
649

Your next basic attack in each cardinal direction within 750 range additionally on-attack fires 5 Firecrackers at the target that each deal 8 – 51 (based on level) (+ 14% bonus AD) physical damage , for a total of 40 – 255 (based on level) (+ 70% bonus AD) physical damage (5 second cooldown per direction). Firecrackers' damage is increased by 0% – 50% (based on distance travelled). Each Firecracker can critically strike for (200% + 30% ) damage and applies on-hit effects at 20% effectiveness.

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PrismaticT248.69%2.84%649
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
48.60%
Pick Rate
2.82%
Games
644

Gain 1750 upon acquiring this augment.

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GoldT248.60%2.82%644
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
48.44%
Pick Rate
2.81%
Games
642

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

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SilverT248.44%2.81%642
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.39%
Pick Rate
2.03%
Games
465

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
PrismaticT248.39%2.03%465
Trueshot Prodigy Trueshot Prodigy Trueshot Prodigy Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.38%
Pick Rate
3.10%
Games
709

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

View augment details
PrismaticT248.38%3.10%709
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
48.31%
Pick Rate
2.07%
Games
474

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
GoldT248.31%2.07%474
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
48.29%
Pick Rate
1.79%
Games
410

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

View augment details
GoldT248.29%1.79%410
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
48.00%
Pick Rate
2.84%
Games
650

Basic attacks launch a Firecracker at a nearby enemy champion that deals 30% AD physical damage and applies on-hit effects.

View augment details
SilverT248.00%2.84%650
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
47.41%
Pick Rate
1.77%
Games
405

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

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GoldT247.41%1.77%405
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
45.62%
Pick Rate
2.20%
Games
502

Grants 50% critical strike chance .

View augment details
GoldT245.62%2.20%502
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
44.49%
Pick Rate
2.03%
Games
463

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

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GoldT244.49%2.03%463
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
44.32%
Pick Rate
1.92%
Games
440

Increase your bonus attack speed gained from all sources by 20% . While at 1. 75 attack speed or higher, your basic attacks deal 40 bonus magic damage on-hit.

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GoldT244.32%1.92%440
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
43.97%
Pick Rate
2.14%
Games
489

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

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GoldT243.97%2.14%489
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
43.42%
Pick Rate
2.43%
Games
555

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

View augment details
SilverT243.42%2.43%555
Critical Rhythm Critical Rhythm Critical Rhythm Gold
Rarity
Gold
Tier
T1
Win Rate
42.80%
Pick Rate
2.13%
Games
486

Your critical strikes grant you 6% bonus attack speed for 6 seconds, stacking up to 10 times for a total of 60% . Additionally, gain 25% critical strike chance .

View augment details
GoldT242.80%2.13%486
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
58.77%
Pick Rate
1.50%
Games
342

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 .

View augment details
PrismaticT358.77%1.50%342
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
57.78%
Pick Rate
1.38%
Games
315

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
PrismaticT357.78%1.38%315
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
56.72%
Pick Rate
1.47%
Games
335

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT356.72%1.47%335
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.07%
Pick Rate
1.00%
Games
228

Damaging basic attacks or abilities against enemy champions deal 50 – 150 (based on level) (+ 40% bonus AD) (+ 20% AP) bonus magic damage , and grant you 30 and 25% bonus movement speed for 1. 5 seconds (30 second cooldown per champion).

View augment details
PrismaticT353.07%1.00%228
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.81%
Pick Rate
1.33%
Games
303

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

View augment details
PrismaticT352.81%1.33%303
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
52.60%
Pick Rate
1.43%
Games
327

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
GoldT352.60%1.43%327
ReEnergize ReEnergize ReEnergize Silver
Rarity
Silver
Tier
T5
Win Rate
52.25%
Pick Rate
0.97%
Games
222

Your Energized attacks against targets not hit by your previous Energized attack do not consume any Energize stacks on-hit. Additionally, when fully Energized , your next basic attack deals bonus magic damage on-hit equal to 10% of the target's current health .

View augment details
SilverT352.25%0.97%222
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
51.83%
Pick Rate
1.43%
Games
328

Upgrades Infinity Edge , empowering it to gain Sword of the Divine's Excoriate . Additionally, gain 500 and 25% critical strike chance . Excoriate: Gain a random amount of bonus critical strike damage that scales up to 50% of your critical strike chance , with the value of this amount changing every 0. 25 seconds.

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GoldT351.83%1.43%328
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
51.74%
Pick Rate
1.50%
Games
344

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

View augment details
SilverT351.74%1.50%344
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
51.60%
Pick Rate
1.64%
Games
374

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
GoldT351.60%1.64%374
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
51.56%
Pick Rate
0.84%
Games
192

Gain 15% omnivamp .

View augment details
SilverT351.56%0.84%192
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.49%
Pick Rate
1.47%
Games
336

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

View augment details
PrismaticT351.49%1.47%336
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
51.37%
Pick Rate
1.12%
Games
255

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT351.37%1.12%255
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
51.08%
Pick Rate
1.62%
Games
370

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
GoldT351.08%1.62%370
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
50.92%
Pick Rate
0.95%
Games
218

Immobilizing or grounding an enemy champion grants 10 bonus armor and bonus magic resistance for 10 seconds, stacking up to 10 times for a total of 100 bonus resistances, and refreshing on subsequent triggers (5 second cooldown per cast instance ).

View augment details
SilverT350.92%0.95%218
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
50.85%
Pick Rate
1.03%
Games
236

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
SilverT350.85%1.03%236
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
50.84%
Pick Rate
1.30%
Games
297

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

View augment details
GoldT350.84%1.30%297
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
50.74%
Pick Rate
1.19%
Games
272

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
SilverT350.74%1.19%272
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
48.98%
Pick Rate
1.29%
Games
294

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
PrismaticT348.98%1.29%294
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.92%
Pick Rate
0.81%
Games
186

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
PrismaticT348.92%0.81%186
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
48.70%
Pick Rate
1.01%
Games
230

Your basic attacks launch a bolt at the target that fires after a 0. 225 -second delay on-attack , deals 40% of the triggering attack's pre-mitigation damage, and applies on-hit effects at 40% effectiveness. Additionally, increase your total attack speed by 10% .

View augment details
PrismaticT348.70%1.01%230
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
48.36%
Pick Rate
0.93%
Games
213

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

View augment details
SilverT348.36%0.93%213
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
48.02%
Pick Rate
1.66%
Games
379

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT348.02%1.66%379
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
47.64%
Pick Rate
1.02%
Games
233

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
GoldT347.64%1.02%233
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.56%
Pick Rate
1.08%
Games
246

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
PrismaticT347.56%1.08%246
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
46.98%
Pick Rate
1.38%
Games
315

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
SilverT346.98%1.38%315
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
45.43%
Pick Rate
1.58%
Games
361

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

View augment details
PrismaticT345.43%1.58%361
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
45.17%
Pick Rate
1.13%
Games
259

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
SilverT345.17%1.13%259
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
43.15%
Pick Rate
1.05%
Games
241

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
GoldT343.15%1.05%241
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
42.02%
Pick Rate
1.34%
Games
307

Grants 60% bonus attack speed .

View augment details
SilverT342.02%1.34%307
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
41.64%
Pick Rate
1.39%
Games
317

Basic attacks generate a stack, up to 2 times. At 2 stacks, your next basic attack consumes all stacks to apply on-hit effects again at 150% effectiveness.

View augment details
GoldT341.64%1.39%317
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
40.79%
Pick Rate
1.21%
Games
277

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
SilverT340.79%1.21%277
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
38.01%
Pick Rate
0.97%
Games
221

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
GoldT338.01%0.97%221
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
61.00%
Pick Rate
0.44%
Games
100

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
PrismaticT461.00%0.44%100
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
56.92%
Pick Rate
0.57%
Games
130

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
SilverT456.92%0.57%130
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.95%
Pick Rate
0.37%
Games
84

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
PrismaticT455.95%0.37%84
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.32%
Pick Rate
0.41%
Games
94

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
PrismaticT455.32%0.41%94
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
55.15%
Pick Rate
0.72%
Games
165

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

View augment details
GoldT455.15%0.72%165
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
55.05%
Pick Rate
0.48%
Games
109

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
PrismaticT455.05%0.48%109
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
53.76%
Pick Rate
0.41%
Games
93

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

View augment details
SilverT453.76%0.41%93
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.21%
Pick Rate
0.48%
Games
109

Upgrades Sword of Blossoming Dawn , empowering Peppermint to have its healing increased by 250%. Additionally, you gain 100% bonus attack speed , but your basic attacks against champions now deal 50% damage.

View augment details
PrismaticT453.21%0.48%109
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.16%
Pick Rate
0.35%
Games
79

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
PrismaticT453.16%0.35%79
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.83%
Pick Rate
0.70%
Games
159

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
PrismaticT452.83%0.70%159
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
52.69%
Pick Rate
0.41%
Games
93

Immobilizing or grounding an enemy champion heals you for 30 – 250 (based on level) (+ 1. 5 % maximum health) (5 second cooldown per cast instance ).

View augment details
SilverT452.69%0.41%93
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
52.52%
Pick Rate
0.61%
Games
139

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

View augment details
SilverT452.52%0.61%139
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
52.38%
Pick Rate
0.64%
Games
147

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
GoldT452.38%0.64%147
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
51.61%
Pick Rate
0.41%
Games
93

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
SilverT451.61%0.41%93
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.16%
Pick Rate
0.56%
Games
129

Grants 3 random Dragon Souls .

View augment details
PrismaticT451.16%0.56%129
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
50.96%
Pick Rate
0.45%
Games
104

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
GoldT450.96%0.45%104
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
49.44%
Pick Rate
0.78%
Games
178

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

View augment details
GoldT449.44%0.78%178
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
49.17%
Pick Rate
0.52%
Games
120

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
GoldT449.17%0.52%120
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
48.81%
Pick Rate
0.73%
Games
168

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
SilverT448.81%0.73%168
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
48.81%
Pick Rate
0.73%
Games
168

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
GoldT448.81%0.73%168
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
47.88%
Pick Rate
0.72%
Games
165

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
PrismaticT447.88%0.72%165
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.65%
Pick Rate
0.65%
Games
149

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
PrismaticT447.65%0.65%149
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
47.24%
Pick Rate
0.56%
Games
127

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
SilverT447.24%0.56%127
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
46.96%
Pick Rate
0.50%
Games
115

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT446.96%0.50%115
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.09%
Pick Rate
0.56%
Games
128

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
PrismaticT446.09%0.56%128
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
46.00%
Pick Rate
0.44%
Games
100

Deal 1% increased damage per 10 movement speed you have more than the target.

View augment details
SilverT446.00%0.44%100
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
45.95%
Pick Rate
0.65%
Games
148

Your heals and shields now have a chance equal to your critical strike chance to increase in effectiveness by 40% (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance .

View augment details
GoldT445.95%0.65%148
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
45.60%
Pick Rate
0.55%
Games
125

Immobilizing or grounding an enemy champion inflicts them with a Burn for 5 seconds, dealing magic damage equal to [ 0. 8 % of the target's maximum health per second] (5 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application.

View augment details
SilverT445.60%0.55%125
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
45.51%
Pick Rate
0.78%
Games
178

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
GoldT445.51%0.78%178
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
45.40%
Pick Rate
0.76%
Games
174

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
GoldT445.40%0.76%174
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
44.16%
Pick Rate
0.34%
Games
77

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

View augment details
GoldT444.16%0.34%77
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.05%
Pick Rate
0.37%
Games
84

Gain the Hail of Blades and Press the Attack keystone runes.

View augment details
PrismaticT444.05%0.37%84
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
43.96%
Pick Rate
0.40%
Games
91

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
GoldT443.96%0.40%91
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
43.90%
Pick Rate
0.36%
Games
82

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
GoldT443.90%0.36%82
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
43.59%
Pick Rate
0.34%
Games
78

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
SilverT443.59%0.34%78
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
42.42%
Pick Rate
0.43%
Games
99

Quest: Obtain Heartsteel and accumulate over 300 bonus health from Colossal Consumption . Reward: Upon completing your Quest , increase the bonus health gained from Heartsteel's Colossal Consumption by 200%.

View augment details
GoldT442.42%0.43%99
Poltergeist Poltergeist Poltergeist Silver
Rarity
Silver
Tier
T5
Win Rate
42.00%
Pick Rate
0.44%
Games
100

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
SilverT442.00%0.44%100
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
41.73%
Pick Rate
0.56%
Games
127

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

View augment details
PrismaticT441.73%0.56%127
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
41.18%
Pick Rate
0.37%
Games
85

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

View augment details
PrismaticT441.18%0.37%85
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
40.46%
Pick Rate
0.57%
Games
131

Increases attack damage by 20% .

View augment details
SilverT440.46%0.57%131
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
40.20%
Pick Rate
0.45%
Games
102

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT440.20%0.45%102
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
39.60%
Pick Rate
0.44%
Games
101

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
SilverT439.60%0.44%101
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
36.00%
Pick Rate
0.33%
Games
75

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

View augment details
SilverT436.00%0.33%75
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
55.56%
Pick Rate
0.24%
Games
54

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

View augment details
SilverT555.56%0.24%54
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
51.79%
Pick Rate
0.24%
Games
56

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT551.79%0.24%56
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
47.27%
Pick Rate
0.24%
Games
55

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
SilverT547.27%0.24%55
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
45.10%
Pick Rate
0.22%
Games
51

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

View augment details
GoldT545.10%0.22%51
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.59%
Pick Rate
0.24%
Games
54

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
PrismaticT542.59%0.24%54
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
37.25%
Pick Rate
0.22%
Games
51

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
GoldT537.25%0.22%51
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
34.48%
Pick Rate
0.25%
Games
58

Immobilizing or grounding an enemy champion grants a shield for 3 seconds that absorbs 150 – 450 (based on level) (+ 4% maximum health) damage (5 second cooldown per cast instance ). Shields can stack between multiple triggers of this effect, though not refreshing the duration of previous shields.

View augment details
PrismaticT534.48%0.25%58

Twisted Fate Skill Combos

Extracted from the skill order guide

Skill Order
RQWE

Normal skill order: R > Q > W > E

RWQE

If it rewards crowd control, picks, or burst windows after locking a target, lean toward R > Q > W > E with earlier W investment, or in rare games R > W > Q > E.

RQEW

If it rewards basic attacks or repeated on-hit trading, use R > Q > E > W or R > E > Q > W only when your positioning is protected.

REQW

If it rewards basic attacks or repeated on-hit trading, use R > Q > E > W or R > E > Q > W only when your positioning is protected.

Twisted Fate Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Twisted Fate counters these champions in ARAM: Mayhem.

Katarina Katarina Katarina T5
Tier
T5
Rank
#167
Win Rate
44.05%
Pick Rate
0.62%

Katarina the Sinister Blade Katarina is a reset-based assassin who turns teamfights into chain reactions. Her entire identity revolves around securing takedinds to refresh her cooldowns and reposition using her Daggers. In ARAM: Mayhem, she becomes a high-octane cleanup machine where the constant fighting gives her far more reset opportunities than Summoner's Rift. She functions as a melee AP carry who wants to dive the backline. Unlike burst mages who dump their kit and retreat, Katarina stays in the fight. One reset leads to another, and a low-health enemy team can vanish in seconds if she finds her rhythm. Her signature pattern is simple but demanding: throw a Dagger, Shunpo to a target or Dagger, trigger the Dagger's spin damage, and channel Death Lotus on clustered enemies. When someone dies, her basic abilities come back up instantly. In Mayhem's chaotic environment, you will often see her teleport three or four times in a single extended skirmish. The key adjustment for this mode is patience. Mayhem accelerates everything, so the temptation to engage immediately is strong. But Katarina still needs to wait for crowd control to be spent and for enemies to drop to kill range. Her damage is terrifying, but she dies fast if she goes in too early. View champion guide

Master Yi Master Yi Master Yi T1
Tier
T1
Rank
#18
Win Rate
52.96%
Pick Rate
0.73%

Master Yi is a melee reset carry who wants one clean opening, then turns a fight into a chase. He farms damage through repeated autos, uses Alpha Strike to dodge key hits or follow low-health targets, and looks strongest when enemies have already spent their crowd control. In ARAM: Mayhem, the constant fighting gives Yi more chances to snowball, but it also exposes his biggest weakness: he is easy to punish before he commits or right after Alpha Strike ends. Play him like a finisher, not a frontliner. Wait for cooldowns, enter from the side, clean up the first target, then use resets and movement speed to keep the fight rolling. View champion guide

Samira Samira Samira T5
Tier
T5
Rank
#150
Win Rate
46.68%
Pick Rate
0.63%

Samira the Desert Rose Samira is a high-octane hybrid marksman designed to style on enemies through close-range combat and ability weaving. She occupies a unique space between an AD carry and an assassin, relying on her Style meter to unlock her devastating ultimate. Her entire kit rewards aggressive play and rapid input execution, making her one of the most adrenaline-heavy picks in the game. In ARAM: Mayhem, Samira thrives because the constant fighting accelerates her entire game plan. The single-lane format removes her biggest weakness—getting kited or flanked in side lanes—and replaces it with non-stop targets for her dashes and ultimate. She builds Style faster here than in any other mode, letting her fire Inferno Trigger repeatedly throughout a single extended teamfight. Her signature pattern is simple but demanding: stack abilities and auto-attacks to reach Style grade S, then unleash her ultimate for massive area-of-effect damage and healing. Miss the timing or get interrupted, and she pops. Land it, and she turns a messy brawl into a pentakill highlight. View champion guide

Twitch Twitch Twitch T2
Tier
T2
Rank
#45
Win Rate
51.77%
Pick Rate
1.00%

Twitch is a stealth-focused marksman who wins fights by choosing when they start. He looks for a flank, opens from safety, stacks poison through repeated attacks, then cleans up low-health targets before they can reset the fight. In ARAM: Mayhem, Twitch is less about quiet farming and more about finding sharp engage angles in constant 5v5 pressure. Snowball, heavy poke, and fast all-ins can punish him before he sets up, but if his team gives him a few seconds of space, his long-range spray turns messy fights into wipeouts. View champion guide

Fiddlesticks Fiddlesticks Fiddlesticks T4
Tier
T4
Rank
#128
Win Rate
48.02%
Pick Rate
0.51%

Fiddlesticks the Ancient Fear Fiddlesticks is a terrifying ambush mage who wins games by jumping out of the dark and locking down entire teams. In ARAM: Mayhem, he becomes one of the most consistent teamfight monsters because the single-lane format forces enemies to stay close together. There is nowhere to run. His signature pattern is simple but deadly: hide your presence with his passive, channel Crowstorm from an unexpected angle, then flash or snowball in while spamming crowd control. The Mayhem format accelerates this loop. You get your ultimate up faster, and the constant fighting means enemies are often too distracted to track your position. What changes here is the pressure density. In normal ARAM, Fiddlesticks can struggle if enemies hard-push and deny his ult angles. In Mayhem, the chaos works in your favor. Fights break out constantly, cooldowns spin rapidly, and a well-timed Crowstorm can wipe a clustered enemy team in seconds. You are not a passive poke mage. You are a flash-bang predator who forces enemies to play paranoid or die grouped up. View champion guide

Read counter details

Countered By

6

Twisted Fate is countered by these champions in ARAM: Mayhem.

Nocturne Nocturne Nocturne T3
Tier
T3
Rank
#106
Win Rate
49.66%
Pick Rate
0.27%

Nocturne the Eternal Nightmare Nocturne is a dive-focused assassin who wants one clean target, not a long front-to-back fight. His signature pattern is simple: wait for a squishy enemy to step too far forward, cut their vision with his ultimate, then commit hard before their team can react. In ARAM: Mayhem, Nocturne plays more like a chaos punish pick than a patient side-lane hunter. Everyone is packed into one lane, fights start often, and augments can make engages happen from weird angles. That helps him find targets, but it also means bad dives get punished instantly. Look for enemy carries who have already used their escape, cleanse tool, or peel support. Go in when your team can follow, not just because you can reach someone. A good Nocturne makes the backline panic; a rushed Nocturne becomes the first body on the floor. 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

Zed Zed Zed T3
Tier
T3
Rank
#52
Win Rate
50.26%
Pick Rate
0.75%

Zed is a mobile AD assassin who looks for isolated or softened targets, marks them with his shadows, then snaps back out before the enemy team can punish him. His signature pattern is simple to understand: poke with shadow angles, wait for a key cooldown to miss, dive the carry, and use the return shadow to escape or dodge retaliation.In ARAM: Mayhem, Zed gets more chances to fight because teams clash constantly and targets are often already low. He is still not a frontliner, so patience matters. Use the chaos to hide your engage, punish squishy champions who step past their team, and avoid diving into layered crowd control unless you have a clear way back out. View champion guide

Olaf Olaf Olaf T3
Tier
T3
Rank
#90
Win Rate
49.10%
Pick Rate
0.18%

Olaf is a front-line bruiser who wants to run straight through the fight, stick to a priority target, and win by refusing to back off. His pattern is simple: land axes, keep chasing, and force enemies to deal with him before he tears through their backline. In ARAM: Mayhem, Olaf benefits from the constant teamfighting and short lanes because he gets to brawl early and often. He is easiest to play when your team can follow his engage or punish enemies who spend everything trying to stop him. If he falls behind or charges in alone, he can be kited after his first push, so pick your moment, commit hard, and make the fight messy on your terms. View champion guide

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

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

Morgana Morgana Morgana T1
Tier
T1
Rank
#32
Win Rate
52.56%
Pick Rate
1.14%

Morgana is a control mage-support who wins ARAM: Mayhem by catching one target, protecting the right ally, and making tight spaces miserable for the enemy team. Her signature pattern is simple: land a binding, drop her damage zone under the trapped target, then use her spell shield to block the counter-engage or protect whoever is stepping forward. In Mayhem, fights break out faster and augments can make engages much harder to read, so Morgana is strongest when she plays patiently instead of fishing nonstop. Hold key choke points, punish enemies who walk too straight, and save your shield for the spell that actually starts the fight. If you miss your catch tool, back up and reset; if you land it, your team gets a clean window to burst, follow up, or force the enemy frontline to retreat. View champion guide

Read counter details

Twisted Fate Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
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

Amumu Amumu Amumu T3
Tier
T3
Rank
#62
Win Rate
50.44%
Pick Rate
0.53%

Amumu is a simple engage tank who starts fights, locks enemies in place, and lets his team pile damage onto grouped targets. His signature pattern is straightforward: look for a safe angle, land your bandage engage, then follow with his big area crowd control when multiple enemies are close enough to punish. In ARAM: Mayhem, Amumu likes the constant brawling because enemies are often packed together and fights start fast. That also means bad engages get punished quickly. Play him as the first button for your team, not a lone hero. If your carries are in range to follow, go in hard. If they are clearing waves or backing up, hold your engage and threaten space instead. He is entry-level friendly because his job is clear: absorb pressure, force grouped fights, and turn one caught target into a full teamfight. He struggles when enemies spread out, kite backward, or bait him into diving too far, so patience matters more than flashy mechanics. View champion guide

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

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

Hard-engage tanks: Malphite, Amumu, Leona, Nautilus

Twisted Fate gives these champions a clear starting target, and they give him the time to stand still, pick Gold Card, and throw Wild Cards after the enemy is held in place. A tank also absorbs the first answer from the enemy, which matters because TF is very punishable when he walks up with a visible card.

Master Yi Master Yi Master Yi T1
Tier
T1
Rank
#18
Win Rate
52.96%
Pick Rate
0.73%

Master Yi is a melee reset carry who wants one clean opening, then turns a fight into a chase. He farms damage through repeated autos, uses Alpha Strike to dodge key hits or follow low-health targets, and looks strongest when enemies have already spent their crowd control. In ARAM: Mayhem, the constant fighting gives Yi more chances to snowball, but it also exposes his biggest weakness: he is easy to punish before he commits or right after Alpha Strike ends. Play him like a finisher, not a frontliner. Wait for cooldowns, enter from the side, clean up the first target, then use resets and movement speed to keep the fight rolling. 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

Samira Samira Samira T5
Tier
T5
Rank
#150
Win Rate
46.68%
Pick Rate
0.63%

Samira the Desert Rose Samira is a high-octane hybrid marksman designed to style on enemies through close-range combat and ability weaving. She occupies a unique space between an AD carry and an assassin, relying on her Style meter to unlock her devastating ultimate. Her entire kit rewards aggressive play and rapid input execution, making her one of the most adrenaline-heavy picks in the game. In ARAM: Mayhem, Samira thrives because the constant fighting accelerates her entire game plan. The single-lane format removes her biggest weakness—getting kited or flanked in side lanes—and replaces it with non-stop targets for her dashes and ultimate. She builds Style faster here than in any other mode, letting her fire Inferno Trigger repeatedly throughout a single extended teamfight. Her signature pattern is simple but demanding: stack abilities and auto-attacks to reach Style grade S, then unleash her ultimate for massive area-of-effect damage and healing. Miss the timing or get interrupted, and she pops. Land it, and she turns a messy brawl into a pentakill highlight. View champion guide

Katarina Katarina Katarina T5
Tier
T5
Rank
#167
Win Rate
44.05%
Pick Rate
0.62%

Katarina the Sinister Blade Katarina is a reset-based assassin who turns teamfights into chain reactions. Her entire identity revolves around securing takedinds to refresh her cooldowns and reposition using her Daggers. In ARAM: Mayhem, she becomes a high-octane cleanup machine where the constant fighting gives her far more reset opportunities than Summoner's Rift. She functions as a melee AP carry who wants to dive the backline. Unlike burst mages who dump their kit and retreat, Katarina stays in the fight. One reset leads to another, and a low-health enemy team can vanish in seconds if she finds her rhythm. Her signature pattern is simple but demanding: throw a Dagger, Shunpo to a target or Dagger, trigger the Dagger's spin damage, and channel Death Lotus on clustered enemies. When someone dies, her basic abilities come back up instantly. In Mayhem's chaotic environment, you will often see her teleport three or four times in a single extended skirmish. The key adjustment for this mode is patience. Mayhem accelerates everything, so the temptation to engage immediately is strong. But Katarina still needs to wait for crowd control to be spent and for enemies to drop to kill range. Her damage is terrifying, but she dies fast if she goes in too early. View champion guide

Reset and burst divers: Katarina, Samira, Pyke, Master Yi

These teammates need one enemy to be unable to move or answer for a short window. TF supplies that first stop with Gold Card and can reveal or mark awkward targets so the diver does not waste entry on a tank. In return, the reset champion converts TF's single-target pick into a fight that keeps rolling.

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

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

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

Jayce Jayce Jayce T5
Tier
T5
Rank
#143
Win Rate
46.60%
Pick Rate
0.79%

Jayce the Defender of Tomorrow Jayce is a ranged AD caster who dominates lanes through poke, disengage, and burst. He swaps between a ranged Mercury Cannon for harassment and a melee Mercury Hammer for all-ins. In ARAM: Mayhem, his already strong poke becomes oppressive, and his disengage tools shine against constant engage attempts. He plays as a mid-range bully. You sit on the edge of fights, chunking targets with Shock Blast through Acceleration Gates, then swapping to hammer form to execute or peel. The play pattern is simple: poke until they're low, then dive. If they dive you, knock them back and reposition. Mayhem's faster pacing and increased resource generation let him spam abilities more freely. Gate cooldowns come up faster, letting him maintain speed buffs and damage amplification nearly permanently. His burst window is shorter, and his disengage is more reliable when fights start instantly and often. He fits best in poke or siege comps. He struggles against hard engage if he misses his knockback or gets burst down before swapping forms. Positioning matters more than mechanics—stay at max range, use Gate to zone or speed up allies, and only go melee when you have a clean kill or need to peel. 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

Long-range poke and siege: Xerath, Varus, Jayce, Lux, Ziggs

TF makes poke easier to land because Gold Card forces a target to sit in the skillshot line, while Red Card and Wild Cards help control minion waves so the poke champions can keep firing from safe space. Poke teammates also soften enemies enough that TF's next Gold Card becomes a kill threat instead of just a warning.

Renata Glasc Renata Glasc Renata Glasc T2
Tier
T2
Rank
#22
Win Rate
52.08%
Pick Rate
0.39%

Renata Glasc is a backline support-controller who wins fights by making the enemy engage look bad. She protects a carry, punishes divers that overcommit, and turns crowded fights with her hostile crowd control instead of raw damage. Her signature pattern is simple: stay just behind your strongest threat, save your key defensive tool for the first real all-in, then use her fight-swinging ultimate when enemies are stacked or forced through a narrow path. In ARAM: Mayhem, Renata likes the constant 5v5 pressure because enemies group naturally and fights start fast. That gives her more chances to counter-engage, peel, and punish clumped teams. The tradeoff is that mistakes are harsher: if she wastes her protection early or stands too far forward, she has no easy escape. Pick her when your team has a clear carry to enable or when the enemy team wants to dive straight through the front line. View champion guide

Janna Janna Janna T2
Tier
T2
Rank
#25
Win Rate
51.90%
Pick Rate
0.45%

Janna is a defensive enchanter who wins fights by denying the enemy’s engage, shielding the right carry, and turning messy brawls into clean retreats or re-engages. Her signature pattern is simple: stay just behind the frontline, interrupt dives with wind control, then use her healing and disengage to reset the fight when opponents overcommit.In ARAM: Mayhem, Janna is less about sitting back forever and more about reacting fast in constant skirmishes. The single-lane pressure gives her plenty of chances to punish predictable dashes, protect low-health allies, and save teammates from bad trades. She is entry-level friendly if you focus on one job first: keep your damage dealers alive, and only step forward when your team can immediately punish. View champion guide

Milio Milio Milio T2
Tier
T2
Rank
#64
Win Rate
51.34%
Pick Rate
0.40%

Milio is a backline enchanter who wins fights by keeping carries safe, extending their threat range, and turning messy trades into survivable ones. His signature pattern is simple: stay behind the damage dealers, shield or heal before the burst lands, then use his defensive tools to let allies keep hitting instead of backing away. In ARAM: Mayhem, Milio is less about quiet lane support and more about fast reaction in constant brawls. Augments and nonstop teamfights make good positioning matter even more: if he is caught first, the fight can collapse, but if he survives the opening engage, his team gets much harder to finish off. Pick him when your side has strong carries that want time, space, and a second chance in every fight. View champion guide

Karma Karma Karma T4
Tier
T4
Rank
#120
Win Rate
47.92%
Pick Rate
0.70%

Karma the Enlightened One Karma is an offensive support mage who defines games through poke, disengage, and burst shielding. She sits in the backline, charging her Mantra to decide when a fight turns. Her identity is simple: land Qs, empower the right ability, and keep her team healthy while chipping away at the enemy. In ARAM: Mayhem, she becomes a relentless spam engine. The mode's accelerated gold and experience let her hit her cooldown reduction cap quickly, turning her from a tempo mage into a constant pressure source. She does not one-shot tanks, but she makes sieging impossible for the enemy and surviving easy for her team. Core Identity and Role She functions primarily as a poke and disengage support. Unlike pure enchanters who heal, Karma prevents damage with shields and speed bursts. Unlike burst mages, she relies on sustained damage and crowd control over time rather than a single rotation. She fits best on compositions that want to kite backward or siege towers without diving. Her signature pattern is the Mantra Q. She activates her ultimate, fires an empowered Inner Flame, and creates a wide explosion that slows and deals heavy area damage. This creates a zone the enemy cannot walk through. If they force the issue, she uses Mantra E to shield her whole team and grant a massive movement speed burst, repositioning everyone instantly. What Changes in Mayhem Mayhem speeds up her entire game plan. In standard ARAM, Karma often struggles with mana early or feels weak if she falls behind on gold. Here, she reaches her power spikes faster and stays relevant longer. The increased ability haste available in the mode means her Mantra cooldown drops rapidly, letting her empower abilities in almost every skirmish. Constant Mantra access: She empowers abilities much more often, making her burst shielding or poke available for every engagement. Enhanced disengage: The mode favors aggressive engages, but her Mantra E shuts down dives harder when she has the haste to cast it repeatedly. Sustained poke pressure: She forces enemies off objectives or towers faster because she never runs out of resources to throw. She excels at keeping her team at full health while forcing the enemy to recall. Her weakness remains her lack of hard crowd control and low durability if caught. If the enemy has unstopabble engages or long-range burst, she has to play further back and rely on her empowered shields to recover. In Mayhem, her ability to dictate pacing makes her a consistent and reliable pick for players who prefer positioning over mechanical execution. View champion guide

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

Protective enchanters and anti-dive supports: Lulu, Janna, Milio, Karma, Renata Glasc

TF is much more dangerous when he is allowed to hold Gold Card without being instantly jumped. Enchanters buy him that extra beat with shields, disengage, movement help, or a second layer of peel. They also let him play closer to the fight, which makes his targeted card pressure harder for enemies to ignore.

Poppy Poppy Poppy T3
Tier
T3
Rank
#75
Win Rate
49.22%
Pick Rate
0.34%

Poppy is a sturdy frontline disruptor who wins fights by saying “no” to the enemy’s best engage. She is not just a tank; she is a bouncer. Look for angles where you can pin a target into terrain, block dash-heavy champions from reaching your carries, then survive long enough for your team to finish the fight. Her signature pattern is simple: hold space, punish movement, and turn enemy confidence against them. If someone dashes in carelessly, Poppy can stop the follow-up and force a bad fight. If someone stands too close to a wall, she can turn that mistake into a pick. In ARAM: Mayhem, Poppy benefits from the constant clumping and narrow lane, but she also has less room to reset after a messy engage. Play her as a peel-first tank when your team has damage, or as a short-range initiator when the enemy gives you a clear wall angle. The faster pace makes her anti-dash tools more valuable, but missed commits get punished quickly. View champion guide

Taliyah Taliyah Taliyah T4
Tier
T4
Rank
#111
Win Rate
47.92%
Pick Rate
0.37%

Taliyah the Stoneweaver Taliyah is a control mage who shapes the battlefield with terrain manipulation and sustained area damage. She excels at zoning enemies, disrupting movement, and locking down targets with her crowd control chain. In ARAM: Mayhem, her ability to create walls and control narrow corridors becomes even more valuable on the single-lane map. Her signature pattern revolves around Threaded Volley on worked ground, where she fires fast projectiles that chunk health over time. She sets up kills with Seismic Shove to knock enemies into her team, then follows with Unraveled Earth to catch anyone trying to escape. Her ultimate, Rock Surfing, lets her roam quickly or cut off retreat paths—a powerful tool in the constant fighting of Mayhem. In this mode, Taliyah shifts from a roaming mid-laner into a dedicated zone controller. The reduced cooldowns and accelerated gold income let her spam abilities more freely, and the confined space means her walls and knockups are harder to avoid. She thrives when she can poke from a distance and punish overextensions with her burst combo. View champion guide

Anivia Anivia Anivia T4
Tier
T4
Rank
#147
Win Rate
47.07%
Pick Rate
0.51%

Anivia is a control mage who defines teamfights through zone control, terrain manipulation, and sustained damage. She acts as a defensive anchor, turning narrow ARAM bridges into death traps with her crowd control and area denial. Her signature pattern revolves around Glacial Storm (R). She creates a large damaging zone that slows enemies and amplifies her other abilities. In standard modes, she struggles with mana costs and early game fragility. ARAM: Mayhem removes most of those weaknesses. Accelerated gold and experience let her reach her power spike faster, while constant fighting plays directly into her teamfight-focused kit. The Mayhem environment shifts her role slightly. She becomes a sustained damage dealer who can fish for picks more aggressively. The reduced penalty for dying means she can use her passive, Rebirth, as a strategic tool rather than a desperate last resort. She still plays as a backline controller, but she can take risks that would be suicidal on Summoner's Rift. 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

Thresh Thresh Thresh T5
Tier
T5
Rank
#161
Win Rate
45.37%
Pick Rate
0.86%

Thresh the Chain Warden Thresh is a ranged support catcher who controls fights through displacement, isolation, and peel. His identity centers on the lantern: a unique tool that repositions allies and turns bad engages into instant escapes. In ARAM: Mayhem, he becomes a relentless playmaker who can fish for hooks constantly without running dry on mana or cooldowns. He plays as a frontline-adjacent warden. You stand near your carry, threaten hooks to zone enemies off the wave, and look for grabs that drag someone out of position into your team. The lantern gives your team a safety net most supports cannot offer, letting allies play aggressive and still have a bail-out button. Mayhem accelerates his hook pattern. Faster ability cycles mean Death Sentence comes up often enough to spam, miss, and still have another chance shortly after. The lantern becomes a repeated repositioning tool rather than a long-cooldown emergency button. Flay's knockback is available frequently enough to disrupt dashes and channels on reaction, making him much harder to dive. His signature pattern is simple: land a hook, pull twice, then Flay the target sideways or backward into your team. If the fight turns, drop the lantern for a threatened ally. The Box creates a zone that punishes enemies trying to chase or escape, slowing anyone who touches a wall. In Mayhem, the lower cooldowns and higher resource regeneration let you cycle this entire sequence multiple times in one extended fight. View champion guide

Pick and displacement partners: Blitzcrank, Thresh, Poppy, Anivia, Taliyah

These champions turn TF's targeted crowd control into terrain traps, hooks, walls, and forced movement. TF can start the catch with Gold Card, or he can hold it for the enemy who survives the hook and tries to dash away. This style is less about full 5v5 engage and more about making the lane feel unsafe for one enemy at a time.

Twisted Fate ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityPicked for safe waveclear, long-range poke, and single-target stun follow-up while playing passively behind the wave.Works best as an active fight organizer who identifies and punishes the first target allowed to walk forward before augments layer.Shift from passive poke bot to active control carry who picks targets early.
Card SelectionGold Card is the default fight tool; Blue Card sustains mana; Red Card sees situational use for waveclear or clumped targets.Red Card gains value when fights clump around minions or diving champions; Blue Card fits safe structure hits or exposed targets.Punish windows are shorter, so pick cards when targets commit, not while baiting.
Tempo and PaceCan clear one wave, wait for cooldowns, and repeat slowly, scaling into cleaner poke and picks over time.Tempo swings harder after one death or bad card; missed Gold Card means backing up immediately, not pretending control exists.Mayhem punishes slow habits; decisions must be sharper and faster.
Snowball UsageOften skips aggressive Snowball thinking, preferring safe range when the team has enough engage already.Gives a real pick angle if card is prepared and team is close; flying in without a ready card is donating yourself.Use Snowball only with prepared Gold Card and guaranteed follow-up nearby.
Teamfight SpacingCan stand behind minions and angle Wild Cards through the wave, winning space through chip damage slowly.Stand far enough back that missed enemy engage cannot reach; kite sideways to keep card range relevant during fights.Punish after enemies commit, not before they show their hand.
Build FlexibilityPure poke logic works when allowed to cast repeatedly; damage-focused choices make sense with a holding frontline.Against dive-heavy teams, add survivability earlier; living for two Gold Cards often outweighs one perfect damage combo.Match build to the fights you actually get, not default poke assumptions.

Champion Analysis

Role / Current performance

Overview

Twisted Fate the Card Master functions as a control mage and semi-ADC in ARAM: Mayhem, trading his signature global map presence for reliable crowd control and versatile card-based combat. While his ultimate, Destiny, loses significant value in the single-lane format and serves primarily as a vision tool, his remaining kit adapts well to the constant teamfight environment. His core mechanic, Pick a Card, cycles through three options: red cards deliver area-of-effect slows, gold cards provide single-target stuns, and blue cards restore mana while dealing damage. The gold card emerges as his most critical tool in ARAM, allowing him to lock down key enemy carries at crucial moments. Wild Cards serves as an excellent poke ability, piercing through the entire battlefield and striking multiple enemies in the narrow ARAM lane. Proper positioning maximizes the number of targets hit, significantly increasing his damage output. His E, Stack the Deck, provides attack speed and bonus damage, complementing his hybrid mage-carry role. Mana management becomes a strategic consideration in the sustained fighting of ARAM, and blue cards offer a solution by restoring resources while maintaining damage pressure. This self-sufficiency allows Twisted Fate to remain effective in extended engagements where other mages might exhaust their mana pools. The gold card's short stun duration requires coordination with teammates for effective follow-up damage. Quick card selection and precise targeting separate effective Twisted Fate players from those who struggle with the champion's mechanical demands. The card-picking mechanic demands practice, as mistimed locks can result in pulling the wrong card at critical moments. Twisted Fate's strengths include reliable crowd control, efficient poke through Wild Cards, mana sustainability via blue cards, and a high skill ceiling that rewards dedicated players. His weaknesses are significant: he is fragile, lacks mobility, and becomes vulnerable to dive champions who can close the distance. Against such threats, careful positioning becomes essential for survival. The loss of his global teleport ultimate removes one of his defining strategic options from Summoner's Rift, requiring players to adapt their expectations and playstyle for the ARAM format. His hybrid identity as both a control mage and damage dealer makes him a versatile pick, though success depends heavily on mechanical execution with Pick a Card and smart positioning to mitigate his fragility.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Twisted Fate the Card Master wins Mayhem fights by controlling when enemies are allowed to move, functioning as a control pick with burst windows rather than a pure front-to-back mage or diver. The core play pattern involves holding a card, threatening a stun, punishing enemies who step too far forward, then resetting behind the frontline before return engage lands. Engage should start with Gold Card only when the team can immediately hit the target. A lone stun on a healthy tank serves as little more than a warning shot, while a Gold Card on an exposed carry, Snowball user, or low-health bruiser creates real engage opportunities. Players should walk up with the card already selected when the wave is near the middle, as cycling cards while standing still in vision allows good opponents to back off or send poke. Red Card punishes enemies who clump behind minions in the narrow lane, slowing the group and making follow-up easier while being safer than overreaching for an unreachable Gold Card. Destiny-style flank engages into five healthy enemies should be avoided, as appearing behind enemies without the team moving forward makes Twisted Fate an easy target. Counter-engage requires keeping Gold Card available when assassins or Snowball divers are waiting, as Twisted Fate excels at stopping dives rather than surviving them after panic-casting. Stunning the second champion entering a fight rather than always the first can turn enemy engages into split fights where the damage threat is eliminated. Red Card serves as peel when multiple enemies cross the same choke, buying space for teammates to reposition. Escape and recovery demand checking whether Gold Card, Red Card, or minion spacing can break chases before burning Flash or Snowball. When caught, throwing the card before running prevents dying with the answer still spinning. After surviving a dive, repositioning away from the previous spot avoids enemy poke aimed at the earlier location. Narrow-lane spacing requires standing slightly off-center rather than directly behind minions, allowing Wild Cards to travel through more targets while making it harder for single line skillshots to hit multiple allies. Brush control matters because Twisted Fate needs vision and predictable movement to maximize card threat. Keeping one escape lane open prevents body-blocking oneself against dive compositions. Target priority means Gold Carding champions the team can kill rather than personal preferences. A stunned carry behind three tanks may remain untouchable, while a stunned bruiser at half health within team range opens the lane for follow-up. Against heavy tanks, creating slow repeated wins through Blue Card, safe autos, and Red Card wave control works better than attempting full burst. Snowball should function as a follow-up tool rather than a blind engage button, with minion repositioning often being safer than champion arrival. When an enemy Snowball lands, stepping toward the team while holding Gold Card punishes the diver on arrival. Push and pull rhythm dictates pushing when the team has card threat and health advantage, then pulling back when Gold Card is down and enemy engage is ready. This represents the most common punish window against Twisted Fate. When behind, becoming harder to engage on and picking off greedy chasers who overextend past their tank line creates comeback opportunities. Late-game success comes from one selected Gold Card, one safe angle, and one punished mistake, reminding enemies that walking forward in a narrow lane can cost them the fight.

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Playstyle Guide

Playstyle / Team structure

Play guide

Twisted Fate the Card Master approaches Mayhem fights as a calculated presence who controls space through threat rather than constant aggression. His game plan centers on positioning behind the front line and off to one side of the minion wave, where he can see engage angles develop before committing. Early levels demand patience; standing in mid-lane just to throw cards invites punishment from Snowball engages and long-range crowd control. Instead, Twisted Fate should play near the turret-side wall and force enemies to walk through minions first. The fight rhythm relies on short, repeatable trades rather than fishing for full fights. Twisted Fate looks for cards when enemies step up for minions, then follows with poke while backing out before supports or bruisers can answer. Gold Card serves as the safest punish against overextended enemies, Red Card is better when enemies are stacked on the wave, and Blue Card is acceptable only when not under threat. Greeding for Blue Card during the pick-a-card window invites disaster if enemies can engage. Timing windows matter heavily. Early Snowball should be defensive or confirm-based, never thrown simply because it is available. Snowballing a diver who lands on the backline allows Gold Card follow-up or repositioning. Never Snowball into five enemies before level 6 unless the target is isolated and teammates are moving with you. The first augment decides lane rhythm: poke-rewarding augments encourage safe chip damage, survivability augments allow closer positioning for Gold Card threats, and attack-boosting augments require trading after card selection to avoid punishment during setup. Push when the team has stronger early wave clear or wants to hit level 6 first, using Red Card and poke through the wave to force enemies into bad choices. Stall when enemies have better engage, keeping the wave closer and saving Gold Card for whoever crosses the midpoint. When ahead, keep the wave moving and use stun threat to deny health relic access without chasing beyond the minion wave. When behind, shift to wave control and anti-dive, holding Gold Card more often and clearing with Red Card when enemies shove. Mid game becomes Twisted Fate's best planning window. He stays in the second line, close enough to threaten cards on anyone stepping forward but not so close as to become an engage target. Poke comes in waves, with pauses to watch enemy responses. Every card should either damage a cluster, stop an engage, or force a carry to give space. Mid game Snowball becomes a real pick tool but only with a clear landing plan and Gold Card ready. Late game demands not giving enemies the one catch they need. Twisted Fate stands behind the main engage or beside the carry line, never alone in front. Poke only when it does not cost safety, as late deaths are too punishing. Late Snowball serves as a finisher or reposition tool, never as blind engage into stacked enemies. In final fights, Twisted Fate decides beforehand whether he is peeling for a carry, picking a mispositioned enemy, or following a winning engage. He wins by making the enemy's next step unsafe, then punishing the moment they take it anyway.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Twisted Fate the Card Master operates as a pick and control champion in ARAM: Mayhem, with his strategic value shifting dramatically based on whether his team is ahead or behind. Understanding these states is essential to maximizing his impact and avoiding costly throws. When ahead, Twisted Fate's lead matters most when he turns every wave into a forced decision. Using Wild Cards to thin waves before they reach his minions creates pressure where enemies must choose between dodging cards, surrendering wave control, or walking forward into Gold Card threat. The key mistake when ahead is spending Gold Card on a low-value tank who is not actually trapped, as this gives the enemy backline a clean window to engage. Destiny should close fights rather than start coin flips, triggered after enemies use key mobility or when low-health carries retreat. Teleporting too deep before a fight is won turns a lead into a donation. Playing around Snowball requires discipline: prepare Gold Card for follow-up when allies land Snowball, but lock Gold Card defensively when enemies Snowball toward Twisted Fate. Augment choices when ahead should make leads harder to punish rather than simply increasing damage. Defensive, movement, range, or ability-haste augments cover Twisted Fate's real weakness: he must stand in a predictable line to throw cards and can be collapsed on after Gold Card is spent. The classic ahead throw is over-flanking with Destiny. The winning pattern is reveal, confirm cooldowns, then gate to a spot with an exit. The losing pattern is gating behind five enemies because one carry is at low health. When behind, Twisted Fate must stop playing like a poke mage with infinite space. His job is making the enemy's first move expensive by standing where Gold Card can cover the backline and clearing with Wild Cards from safe angles. The wave becomes a recovery tool: Red Card on minions with Wild Cards angled through both minions and champions slows enemy pushes without walking into threat range. Gold Card becomes a defensive cooldown, locked early when assassins or divers posture forward. Using it greedily on a tank while an enemy assassin holds entry tools can make the next seconds unrecoverable. Behind augment choices should patch survival, access, or consistency. If dying before second spell rotations, prioritize defensive or anti-burst options. If unable to reach priority targets, range or speed choices help threaten Gold Card without walking into instant punishment. The rule is choosing augments that let Twisted Fate cast the important card at the important moment. The best behind pattern is patience into instant punishment. Let enemies overstep for poke or tower hits, then Gold Card the first champion crossing the line without support. Each denied engage buys another wave, another cooldown cycle, and another chance for augments and items to matter. Twisted Fate recovers games through repeated small stuns and clean wave control, rarely through gambling everything on one blind teleport.

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Champion Background

Lore / Identity / Text block

Background copy

Twisted Fate the Card Master brings a distinct mix of long-range poke, point-and-click crowd control, and global repositioning to ARAM: Mayhem. His identity centers on Pick a Card, which cycles between Blue, Red, and Gold Card to empower his next basic attack. Gold Card is his most critical defensive and offensive tool, providing a reliable stun against divers and overextended carries. Red Card delivers area damage with a slow, making it valuable when enemies cluster in waves or when his team wants to soften a group before engaging. Blue Card offers single-target damage and resource recovery, primarily used for safe targets or finishing low-health enemies after a fight is decided. Misusing W is the easiest way to punish Twisted Fate, as enemies can back off when Gold is locked, bait him into stunning a tank, or engage after he wastes the spell on a minion. Wild Cards serves as his main long-range poke and wave-clear spell, sending cards in a spread pattern where spacing and angle matter significantly. It is safest used through minions into clustered enemies, and it hits most reliably after Gold Card stun or Red Card slow. Enemies counter Q by sidestepping the spread, standing off-angle, or engaging right after he casts it. When Q is down, his ranged damage drops substantially, forcing heavy reliance on W for self-defense. Loaded Dice provides extra gold on unit kills, which matters in ARAM: Mayhem through wave control and disciplined last-hitting between brawls. The passive is not a flashy combat tool but helps reach key item spikes earlier. The practical skill involves timing basic attacks, Q, or W cards to secure minions without burning defensive cards at wrong moments. Enemies punish greedy last-hitting with long-range poke, hooks, and sudden Snowball engages. Stacked Deck grants a periodic empowered basic attack that rewards weaving autos between spells. It fits naturally into Gold Card or Blue Card trades, adding extra punch when the empowered hit is ready. In teamfights, it functions as bonus damage attached to correct W usage, but stepping forward for the empowered attack risks putting him in engage range. Destiny reveals enemy champions, while Gate allows repositioning to a targeted location. In ARAM: Mayhem, R provides vision, flank angles, cleanup potential, and escape from predictable front-to-back positioning. The strongest use often involves a slight side reposition for a clean Gold Card rather than a deep teleport into danger. A wasted R removes his biggest map-pressure and cleanup threat, and gating too deep leaves him dead before using a second card.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Twisted Fate punishes sloppy enemies, but he also punishes sloppy hands. In ARAM: Mayhem, the screen gets crowded fast, so the biggest job is to keep card selection clean, spend Gold Card on the right target, and use Destiny only when the fight state actually supports it. If the point-and-click threat is wasted, enemies get a free window to walk forward. Mechanical mistakes center on card selection and positioning. Locking the wrong Pick a Card because of panic-cycling throws Blue or Red Card when the team needed Gold Card to stop a diver. The correct action is to start cycling before stepping into threat range, then hold spacing until the right card is ready. Gold Card is for key targets, Red Card when enemies are stacked, and Blue Card for safe poking or mana recovery. Walking into the enemy frontline just to land Gold Card trades reliable crowd control for health, and enemies can collapse before allies follow. Instead, let enemies enter range first, or use allied crowd control, terrain pressure, and minion waves to create safer angles. Throwing Wild Cards through minions or tanks with no angle on the backline loses poke pressure and signals that the main ranged spell is down. Aim through narrow lane angles, after enemies dodge allied spells, or when forced to stand near the wave. Using Red Card on the wrong unit can accidentally push the wave when the team wants space to retreat, giving assassins or engage champions a cleaner path. Auto-attacking too long because Stacked Deck is ready keeps Twisted Fate inside enemy engage range for small damage gains. Casting Destiny or taking Gate while still cycling cards without a plan leads to arriving with the wrong card, late damage, or no immediate crowd control. Decide the landing job before committing: finish a low-health target, cut off a retreat, or stun a carry so the team can collapse. Using Snowball or other engage tools as if Twisted Fate were a durable initiator lands him in melee range with mage durability. Flashing forward before locking the card spends the best escape tool while still giving enemies time to react. Decision mistakes involve timing and target selection. Holding Gold Card forever while waiting for the perfect carry target means the team fights without main control. Stun the highest-value target that is actually punishable, whether that is the diver, healer, reset champion, or overextended tank. Using Destiny only as a long flank leaves the team in a four-versus-five while Twisted Fate appears behind enemies without enough burst to finish anyone alone. A short reposition that creates a guaranteed stun is often better than a deep backline fantasy. Building or augmenting for pure damage when the team lacks crowd control means hitting harder on paper but failing to stop assassins and divers from reaching carries. Spending every spell on wave clear while enemies have engage tools ready leaves no card threat or poke pressure when the real fight starts. Chasing low-health targets past the enemy team trades Twisted Fate for a maybe-kill. Ignoring enemy cleanse effects, spell shields, untargetability, or unstoppable engages before choosing a Gold Card target means the stun gets denied. Standing on the same side of the lane every fight allows enemies to learn card angles and dodge Wild Cards more easily. Treating Twisted Fate as only a late-fight cleanup mage gives away his best strength: forcing enemies to respect point-and-click control before the fight starts. The clean Twisted Fate game is not about landing every flashy play but about making the enemy hesitate.

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FAQ

Twisted Fate

FAQ

Is Twisted Fate a good pick in ARAM: Mayhem? Yes, if your team can use reliable pick setup and steady ranged poke. He is strongest when allies are ready to hit the target you lock down with Gold Card, because his personal burst is usually not enough to delete durable enemies alone. The tradeoff is that he gets punished hard if he walks too far forward just to find a card. What is Twisted Fate’s main job in Mayhem fights? Your job is to create clean numbers advantages before the fight fully starts. Hold a Gold Card when an enemy carry, diver, or low-health target steps into range, then ping or move forward so your team knows to follow. If nobody can follow, throw safe poke instead, because using your stun into five ready enemies often just gives them a free engage window. Which card should I use most often? Gold Card is the default when a fight can break out, because point-and-click crowd control is Twisted Fate’s biggest value. Blue Card is best when you are safely hitting minions, structures, or a tank with no immediate threat, while Red Card is useful when enemies clump behind the wave. The mistake is locking the wrong card too early and showing the enemy they have several seconds to walk at you.

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