ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T3 Rank #118

Ivern ARAM Mayhem Build & Best Augments

Ivern role and playstyle: baseline role is AP support backline, with a core identity built around teamfight utility and damage output. Q is a primary trading or damage tool; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Execution varies by matchup, but positioning and cooldown discipline remain important. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Ivern Ivern the Green Father Mage / Support
TierT3
Rank#118
Win Rate48.98%
Pick Rate0.24%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

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

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

Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

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

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

Win Rate56.69%
Pick Rate17.10%
#2
Moonstone Renewer Moonstone Renewer Moonstone Renewer
Total Price
2,200
Price
500

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

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

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

Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

Win Rate61.69%
Pick Rate10.45%
#3
Moonstone Renewer Moonstone Renewer Moonstone Renewer
Total Price
2,200
Price
500

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

Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

Redemption Redemption Redemption
Total Price
2,300
Price
850

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

Win Rate48.59%
Pick Rate6.47%

Situational itemstop 12

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

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

56.12%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

55.27%
Whispering Circlet Whispering Circlet Whispering Circlet
Total Price
2,250
Price
850

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

57.78%
Ardent Censer Ardent Censer Ardent Censer
Total Price
2,200
Price
700

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

56.57%
Redemption Redemption Redemption
Total Price
2,300
Price
850

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

53.97%
Dawncore Dawncore Dawncore
Total Price
2,500
Price
450

+45 Ability Power +16% Heal and Shield Power +100% Base Mana Regen First Light Gain +2% Heal and Shield Power and +10 Ability Power per +100% Base Mana Regen .

56.05%
Malignance Malignance Malignance
Total Price
2,700
Price
650

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

54.42%
Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Total Price
2,600
Price
450

+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.

50.20%
Staff of Flowing Water Staff of Flowing Water Staff of Flowing Water
Total Price
2,250
Price
800

+35 Ability Power +10% Heal and Shield Power +125% Base Mana Regen +10 Ability Haste Rapids Healing or Shielding an ally grants you both +40 Ability Power and +15 Ability Haste for 6 seconds.

56.78%
Locket of the Iron Solari Locket of the Iron Solari Locket of the Iron Solari
Total Price
2,200
Price
700

+200 Health +25 Armor +25 Magic Resist +10 Ability Haste Devotion Grant nearby allies a 290 - 360 Shield that decays over 2.5 seconds.

55.50%
Imperial Mandate Imperial Mandate Imperial Mandate
Total Price
2,250
Price
500

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

52.73%
Shurelya's Battlesong Shurelya's Battlesong Shurelya's Battlesong
Total Price
2,200
Price
400

+50 Ability Power +15 Ability Haste +4% Move Speed +125% Base Mana Regen Inspiring Speech Grant nearby allies +30% Move Speed for 4 seconds.

57.69%

Starting items

Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.

59.76%
Bandleglass Mirror Bandleglass Mirror Bandleglass Mirror
Total Price
900
Price
50

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

59.76%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

55.83%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.

55.83%
Bandleglass Mirror Bandleglass Mirror Bandleglass Mirror
Total Price
900
Price
50

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

55.83%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

52.28%
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.

52.28%

Core items

#1
Malignance Malignance Malignance
Total Price
2,700
Price
650

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

Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Total Price
2,600
Price
450

+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.

Win Rate45.81%
Pick Rate17.45%
#2
Malignance Malignance Malignance
Total Price
2,700
Price
650

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

Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

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%.

Win Rate43.71%
Pick Rate8.50%
#3
Malignance Malignance Malignance
Total Price
2,700
Price
650

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

Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Total Price
2,600
Price
450

+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.

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

+12 Magic Penetration +45 Move Speed

Win Rate46.09%
Pick Rate6.48%

Situational itemstop 12

Malignance Malignance Malignance
Total Price
2,700
Price
650

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

47.61%
Rylai's Crystal Scepter Rylai's Crystal Scepter Rylai's Crystal Scepter
Total Price
2,600
Price
450

+65 Ability Power +400 Health Rimefrost: Damaging Abilities Slow enemies by 30% for 1 second.

46.89%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

46.23%
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%.

44.64%
Imperial Mandate Imperial Mandate Imperial Mandate
Total Price
2,250
Price
500

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

49.89%
Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

49.01%
Moonstone Renewer Moonstone Renewer Moonstone Renewer
Total Price
2,200
Price
500

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

47.02%
Redemption Redemption Redemption
Total Price
2,300
Price
850

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

50.31%
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%.

50.00%
Whispering Circlet Whispering Circlet Whispering Circlet
Total Price
2,250
Price
850

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

51.85%
Shurelya's Battlesong Shurelya's Battlesong Shurelya's Battlesong
Total Price
2,200
Price
400

+50 Ability Power +15 Ability Haste +4% Move Speed +125% Base Mana Regen Inspiring Speech Grant nearby allies +30% Move Speed for 4 seconds.

51.79%
Morellonomicon Morellonomicon Morellonomicon
Total Price
2,850
Price
400

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

43.12%

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.

48.14%
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.

48.14%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

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

46.72%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.

52.46%
Bandleglass Mirror Bandleglass Mirror Bandleglass Mirror
Total Price
900
Price
50

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

52.46%

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate41.26%
Pick Rate4.39%
#2
Imperial Mandate Imperial Mandate Imperial Mandate
Total Price
2,250
Price
500

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

Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

Winter's Approach Winter's Approach Winter's Approach
Total Price
2,400
Price
300

+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.

Win Rate45.39%
Pick Rate1.32%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Winter's Approach Winter's Approach Winter's Approach
Total Price
2,400
Price
300

+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.

Win Rate44.39%
Pick Rate1.32%

Situational itemstop 12

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

+20 Magic Resist +45 Move Speed 30% Tenacity

37.03%
Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

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

40.26%
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

43.39%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

43.08%
Winter's Approach Winter's Approach Winter's Approach
Total Price
2,400
Price
300

+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.

43.53%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.

48.21%
Locket of the Iron Solari Locket of the Iron Solari Locket of the Iron Solari
Total Price
2,200
Price
700

+200 Health +25 Armor +25 Magic Resist +10 Ability Haste Devotion Grant nearby allies a 290 - 360 Shield that decays over 2.5 seconds.

40.11%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

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

47.34%
Kaenic Rookern Kaenic Rookern Kaenic Rookern
Total Price
2,900
Price
800

+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.

44.39%
Moonstone Renewer Moonstone Renewer Moonstone Renewer
Total Price
2,200
Price
500

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

43.18%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Total Price
3,200
Price
650

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

42.32%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

49.32%

Starting items

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

+350 Health

44.89%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.

44.89%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

43.13%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

43.13%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

46.13%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.

46.13%
Bandleglass Mirror Bandleglass Mirror Bandleglass Mirror
Total Price
900
Price
50

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

46.13%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Upgrade Mikaels Blessing Upgrade Mikaels Blessing Upgrade Mikaels Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
56.87%
Pick Rate
5.12%
Games
371

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

View augment details
PrismaticT156.87%5.12%371
Windspeaker's Blessing Windspeaker's Blessing Windspeaker's Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.40%
Pick Rate
7.93%
Games
574

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

View augment details
PrismaticT155.40%7.93%574
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.98%
Pick Rate
3.94%
Games
285

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

View augment details
PrismaticT152.98%3.94%285
Sonata Sonata Sonata Gold
Rarity
Gold
Tier
T3
Win Rate
52.92%
Pick Rate
15.84%
Games
1,147

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

View augment details
GoldT152.92%15.84%1,147
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
52.88%
Pick Rate
4.31%
Games
312

Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown).

View augment details
SilverT152.88%4.31%312
All For You All For You All For You Gold
Rarity
Gold
Tier
T4
Win Rate
52.14%
Pick Rate
17.45%
Games
1,264

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

View augment details
GoldT152.14%17.45%1,264
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
51.82%
Pick Rate
4.18%
Games
303

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

View augment details
GoldT151.82%4.18%303
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
51.43%
Pick Rate
4.83%
Games
350

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT151.43%4.83%350
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
50.91%
Pick Rate
19.07%
Games
1,381

Grants 20% heal and shield power .

View augment details
SilverT150.91%19.07%1,381
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
49.67%
Pick Rate
4.17%
Games
302

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
GoldT149.67%4.17%302
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
48.82%
Pick Rate
14.03%
Games
1,016

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

View augment details
GoldT148.82%14.03%1,016
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
48.71%
Pick Rate
6.95%
Games
503

Your abilities' mana costs are doubled, but you also gain 10% (+ 0. 5 % per 100 maximum mana) increased damage as well as self and outgoing healing and shielding .

View augment details
GoldT148.71%6.95%503
Crack Open That Egg Crack Open That Egg Crack Open That Egg Silver
Rarity
Silver
Tier
T5
Win Rate
48.55%
Pick Rate
9.53%
Games
690

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

View augment details
SilverT148.55%9.53%690
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
48.48%
Pick Rate
5.44%
Games
394

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

View augment details
GoldT148.48%5.44%394
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
48.38%
Pick Rate
3.82%
Games
277

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
GoldT148.38%3.82%277
Empyrean Promise Empyrean Promise Empyrean Promise Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.97%
Pick Rate
5.44%
Games
394

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

View augment details
PrismaticT147.97%5.44%394
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.88%
Pick Rate
5.22%
Games
378

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

View augment details
PrismaticT147.88%5.22%378
Sonic Boom Sonic Boom Sonic Boom Silver
Rarity
Silver
Tier
T4
Win Rate
47.58%
Pick Rate
10.85%
Games
786

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

View augment details
SilverT147.58%10.85%786
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
47.35%
Pick Rate
9.89%
Games
716

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
GoldT147.35%9.89%716
Empowered By The Faithful Empowered By The Faithful Empowered By The Faithful Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.33%
Pick Rate
6.97%
Games
505

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

View augment details
PrismaticT147.33%6.97%505
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
46.76%
Pick Rate
4.69%
Games
340

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

View augment details
GoldT146.76%4.69%340
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
46.76%
Pick Rate
4.69%
Games
340

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

View augment details
SilverT146.76%4.69%340
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
46.76%
Pick Rate
4.05%
Games
293

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

View augment details
GoldT146.76%4.05%293
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
46.58%
Pick Rate
4.03%
Games
292

Gain ability haste equal to 30% AP .

View augment details
PrismaticT146.58%4.03%292
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
46.50%
Pick Rate
11.64%
Games
843

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

View augment details
GoldT146.50%11.64%843
I'm a Baby Kitty Where is Mama I'm a Baby Kitty Where is Mama I'm a Baby Kitty Where is Mama Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.11%
Pick Rate
5.33%
Games
386

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

View augment details
PrismaticT146.11%5.33%386
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
46.05%
Pick Rate
7.35%
Games
532

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
SilverT146.05%7.35%532
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
45.67%
Pick Rate
5.74%
Games
416

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT145.67%5.74%416
Minionmancer Minionmancer Minionmancer Gold
Rarity
Gold
Tier
T5
Win Rate
45.07%
Pick Rate
5.61%
Games
406

Your pets deal 40% increased damage as well as gain 40% bonus health and size.

View augment details
GoldT145.07%5.61%406
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
44.59%
Pick Rate
6.13%
Games
444

Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power .

View augment details
GoldT144.59%6.13%444
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
44.26%
Pick Rate
4.21%
Games
305

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT144.26%4.21%305
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
43.62%
Pick Rate
5.41%
Games
392

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
GoldT143.62%5.41%392
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
61.67%
Pick Rate
1.66%
Games
120

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

View augment details
GoldT261.67%1.66%120
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
58.33%
Pick Rate
1.82%
Games
132

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
PrismaticT258.33%1.82%132
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
56.47%
Pick Rate
2.35%
Games
170

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

View augment details
GoldT256.47%2.35%170
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
55.17%
Pick Rate
2.80%
Games
203

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
GoldT255.17%2.80%203
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
54.31%
Pick Rate
1.60%
Games
116

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
PrismaticT254.31%1.60%116
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
53.55%
Pick Rate
2.91%
Games
211

Grants 60 ability haste .

View augment details
GoldT253.55%2.91%211
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
51.89%
Pick Rate
1.46%
Games
106

Gain 2 Stat Anvils .

View augment details
SilverT251.89%1.46%106
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.75%
Pick Rate
1.57%
Games
114

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
PrismaticT251.75%1.57%114
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
51.20%
Pick Rate
2.89%
Games
209

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

View augment details
GoldT251.20%2.89%209
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
51.08%
Pick Rate
1.92%
Games
139

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
SilverT251.08%1.92%139
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
51.08%
Pick Rate
2.57%
Games
186

Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
GoldT251.08%2.57%186
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
50.70%
Pick Rate
1.96%
Games
142

Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
GoldT250.70%1.96%142
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
49.65%
Pick Rate
1.95%
Games
141

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
GoldT249.65%1.95%141
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.59%
Pick Rate
1.70%
Games
123

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

View augment details
PrismaticT249.59%1.70%123
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
49.56%
Pick Rate
3.15%
Games
228

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
GoldT249.56%3.15%228
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.51%
Pick Rate
2.82%
Games
204

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

View augment details
PrismaticT249.51%2.82%204
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
49.48%
Pick Rate
2.65%
Games
192

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

View augment details
SilverT249.48%2.65%192
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
49.09%
Pick Rate
1.52%
Games
110

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

View augment details
SilverT249.09%1.52%110
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
48.67%
Pick Rate
2.07%
Games
150

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

View augment details
PrismaticT248.67%2.07%150
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
48.59%
Pick Rate
1.96%
Games
142

Convert all of your bonus attack damage into ability power at a rate of 1 ability power per 0. 6 bonus attack damage . Additionally, increase your ability power by 15% .

View augment details
SilverT248.59%1.96%142
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
48.25%
Pick Rate
1.57%
Games
114

Gain 1750 upon acquiring this augment.

View augment details
GoldT248.25%1.57%114
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
47.89%
Pick Rate
2.62%
Games
190

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

View augment details
GoldT247.89%2.62%190
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
47.48%
Pick Rate
1.92%
Games
139

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
GoldT247.48%1.92%139
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
47.39%
Pick Rate
3.18%
Games
230

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

View augment details
SilverT247.39%3.18%230
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
47.15%
Pick Rate
2.67%
Games
193

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

View augment details
GoldT247.15%2.67%193
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
46.43%
Pick Rate
1.55%
Games
112

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

View augment details
SilverT246.43%1.55%112
Master of Duality Master of Duality Master of Duality Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.03%
Pick Rate
1.74%
Games
126

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
PrismaticT246.03%1.74%126
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
45.79%
Pick Rate
2.62%
Games
190

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

View augment details
GoldT245.79%2.62%190
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
44.58%
Pick Rate
2.29%
Games
166

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
SilverT244.58%2.29%166
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
43.94%
Pick Rate
1.82%
Games
132

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
SilverT243.94%1.82%132
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
43.09%
Pick Rate
2.50%
Games
181

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
GoldT243.09%2.50%181
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
42.77%
Pick Rate
2.20%
Games
159

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

View augment details
GoldT242.77%2.20%159
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
42.72%
Pick Rate
1.42%
Games
103

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

View augment details
GoldT242.72%1.42%103
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
42.31%
Pick Rate
2.15%
Games
156

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

View augment details
GoldT242.31%2.15%156
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.07%
Pick Rate
2.26%
Games
164

Replace a summoner spell with Feel the Burn . Feel the Burn: Casts both Exhaust and Ignite on all enemy champions within 800 units, with the former having its slow strength increased to 50% and the latter modified to deal 70 – 410 (based on level) true damage over the duration. This effect counts as a Burn source.

View augment details
PrismaticT242.07%2.26%164
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
42.04%
Pick Rate
2.17%
Games
157

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
PrismaticT242.04%2.17%157
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
41.55%
Pick Rate
1.96%
Games
142

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

View augment details
GoldT241.55%1.96%142
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
41.28%
Pick Rate
1.51%
Games
109

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
GoldT241.28%1.51%109
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
40.79%
Pick Rate
2.10%
Games
152

Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal).

View augment details
PrismaticT240.79%2.10%152
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
39.37%
Pick Rate
1.75%
Games
127

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
SilverT239.37%1.75%127
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
36.94%
Pick Rate
2.17%
Games
157

Your ability hits against champions apply a Burn for 3 seconds that deals [ 2 – 20 (based on level) (+ 4. 6 % bonus AD) (+ 2% AP) bonus magic damage per second] (1 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. Additionally, all of your Burn effects reduce the cooldowns of all your basic abilities by 0. 08 seconds for each tick of damage they deal to a target.

View augment details
PrismaticT236.94%2.17%157
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
33.64%
Pick Rate
1.48%
Games
107

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT233.64%1.48%107
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.73%
Pick Rate
0.93%
Games
67

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
PrismaticT353.73%0.93%67
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.72%
Pick Rate
0.95%
Games
69

Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste.

View augment details
PrismaticT350.72%0.95%69
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
50.00%
Pick Rate
1.05%
Games
76

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
SilverT350.00%1.05%76
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
49.21%
Pick Rate
0.87%
Games
63

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
SilverT349.21%0.87%63
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
45.90%
Pick Rate
0.84%
Games
61

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

View augment details
SilverT345.90%0.84%61
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
45.78%
Pick Rate
1.15%
Games
83

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
GoldT345.78%1.15%83
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
45.45%
Pick Rate
0.76%
Games
55

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT345.45%0.76%55
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
45.45%
Pick Rate
0.76%
Games
55

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
SilverT345.45%0.76%55
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
45.28%
Pick Rate
0.73%
Games
53

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
GoldT345.28%0.73%53
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.28%
Pick Rate
0.73%
Games
53

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
PrismaticT345.28%0.73%53
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.24%
Pick Rate
1.16%
Games
84

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
PrismaticT345.24%1.16%84
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.16%
Pick Rate
0.86%
Games
62

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
PrismaticT345.16%0.86%62
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
44.29%
Pick Rate
0.97%
Games
70

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT344.29%0.97%70
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
44.21%
Pick Rate
1.31%
Games
95

Grants 18% armor penetration and magic penetration .

View augment details
GoldT344.21%1.31%95
Mighty Shield Mighty Shield Mighty Shield Silver
Rarity
Silver
Tier
T5
Win Rate
43.14%
Pick Rate
0.70%
Games
51

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

View augment details
SilverT343.14%0.70%51
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
43.10%
Pick Rate
0.80%
Games
58

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
PrismaticT343.10%0.80%58
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
42.11%
Pick Rate
1.05%
Games
76

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
SilverT342.11%1.05%76
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
41.89%
Pick Rate
1.02%
Games
74

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

View augment details
GoldT341.89%1.02%74
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
41.82%
Pick Rate
0.76%
Games
55

Grants 50% critical strike chance .

View augment details
GoldT341.82%0.76%55
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
41.77%
Pick Rate
1.09%
Games
79

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
SilverT341.77%1.09%79
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.54%
Pick Rate
1.02%
Games
74

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

View augment details
PrismaticT340.54%1.02%74
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
40.26%
Pick Rate
1.06%
Games
77

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
PrismaticT340.26%1.06%77
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
38.75%
Pick Rate
1.10%
Games
80

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

View augment details
SilverT338.75%1.10%80
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
38.46%
Pick Rate
0.72%
Games
52

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
PrismaticT338.46%0.72%52
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
38.27%
Pick Rate
1.12%
Games
81

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
GoldT338.27%1.12%81
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
35.96%
Pick Rate
1.23%
Games
89

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

View augment details
PrismaticT335.96%1.23%89
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
34.09%
Pick Rate
1.22%
Games
88

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
GoldT334.09%1.22%88
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
33.33%
Pick Rate
0.83%
Games
60

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
GoldT333.33%0.83%60
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
30.95%
Pick Rate
1.16%
Games
84

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
GoldT330.95%1.16%84

Ivern Skill Combos

Extracted from the skill order guide

Skill Order
RWEQ

Priority: R > W > E > Q

REWQ

Priority: R > E > W > Q (if you get shield or defensive augments)

RQWE

Priority: R > Q > W > E (if you get heavy CDR or root-utility augments)

EWQ

Take E (Triggerseed) at level 2 for the shield and slow, which keeps you or an ally alive during the first all-in.

Ivern Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Ivern counters these champions in ARAM: Mayhem.

Nasus Nasus Nasus T4
Tier
T4
Rank
#114
Win Rate
47.89%
Pick Rate
0.37%

Nasus the Curator of the Sands Nasus is a scaling juggernaut who turns time into a win condition. His entire identity revolves around Siphoning Strike—stacking permanent damage on every last-hit until a single Q deletes health bars. In standard modes, he suffers from a weak early game and gets kited endlessly. ARAM: Mayhem fixes both problems. The single-lane format guarantees constant minion waves. You never run out of stacks. The Mayhem pacing means you hit your power spikes faster, and the mode's specific augments give Nasus tools he never gets on Summoner's Rift: gap-close, crowd control reduction, and enough sustain to walk through poke. Play him as a mid-range bully who transitions into a raid boss. You don't chase kills early—you chase stacks. Once the damage ramps up, you force fights on your terms, wither priority targets, and take objectives in seconds. View champion guide

Udyr Udyr Udyr T4
Tier
T4
Rank
#138
Win Rate
47.14%
Pick Rate
0.33%

Udyr the Spirit Walker Udyr is a stance-swapping brawler who never stops moving. He doesn't have a dash or a leap on a cooldown timer; his entire kit is about cycling through four animal stances to keep his movement speed high and his damage output constant. In ARAM: Mayhem, he is a relentless bruiser or tank who thrives in the chaos of constant fighting. He runs at people, soaks damage, and disrupts enemy positioning with repeated crowd control. His signature pattern is stance dancing. You do not pick one ability and spam it. You activate a stance, gain its immediate effect, and then switch to the next one to keep the rhythm going. In Mayhem, where ability haste and mana regeneration are plentiful, Udyr cycles through his stances much faster than he does on Summoner's Rift. This means his empowered attacks and crowd control are almost always available. What changes in ARAM: Mayhem is his ability to engage and sustain. On other maps, Udyr struggles to close the gap against a coordinated team that can kite him backward. In the single lane of ARAM, there is nowhere to run. He uses the constant stream of gold and experience to become a stat-check monster earlier in the game. The Mayhem environment, often filled with high-damage mages and squishy carries, gives Udyr clear targets to run down. If he gets ahead, he becomes an unkillable disruptor that forces the enemy team to focus him or die. 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

Darius Darius Darius T4
Tier
T4
Rank
#149
Win Rate
47.24%
Pick Rate
0.50%

Darius the Hand of Noxus Darius is a juggernaut designed to run people down and execute them. His entire identity revolves around bleed stacks and his ultimate, Noxian Guillotine. You hit things, you stack passive damage, and you dunk them when they get low. In ARAM: Mayhem, he becomes a lane bully with terrifying reset potential. He plays as a frontliner who wants extended fights. Unlike burst mages or assassins, Darius needs time to stack his passive, Hemorrhage. Once he hits five stacks on a target—or max stacks on anyone—he gains massive attack damage and applies bleed instantly to everyone he hits. This is his "win condition" in every skirmish. Mayhem mode accelerates his strengths. Faster gold and experience mean he hits his item spikes sooner. The constant fighting gives him endless opportunities to stack his passive and heal off crowds. His biggest weakness—getting kited—still exists, but the mode's chaos often lets him close gaps when enemies overextend for poke. You pick Darius when your team needs a durable threat who can clean up fights. He excels at punishing squishies who get caught by Snowball or crowd control. If enemies clump up, his Q healing and passive spread turn him into a raid boss. Just don't expect to dive five people alone without backup. View champion guide

Illaoi Illaoi Illaoi T3
Tier
T3
Rank
#88
Win Rate
50.31%
Pick Rate
0.47%

Illaoi is a bruiser who wins fights by making enemies stand in the worst possible place. She wants close-range brawls, narrow chokes, and opponents who panic after getting tagged. Her signature pattern is simple: threaten with spirit pressure, force the enemy team to choose between backing off or fighting near her tentacles, then punish anyone who commits too deep. In ARAM: Mayhem, Illaoi is less about slow lane control and more about explosive front-to-back scrapping. Constant grouping gives her more chances to hit multiple targets, but it also means she gets punished fast if she walks in without setup. Play around terrain, let enemies come into your zone, and use Snowball or allied engage to turn a small catch into a full brawl. View champion guide

Read counter details

Countered By

5

Ivern is countered by these champions in ARAM: Mayhem.

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

Fizz Fizz Fizz T1
Tier
T1
Rank
#30
Win Rate
53.38%
Pick Rate
0.71%

Fizz is a slippery melee assassin who looks for one clean opening, dives past the front line, and deletes a fragile target before they can fully answer. His signature pattern is simple: threaten with mobility, dodge the key retaliation, then commit when his shark or follow-up damage can force a panic fight. In ARAM: Mayhem, Fizz plays even more around timing than patience. The map keeps enemies close, so he gets frequent chances to punish low-health carries, but missed engages are punished fast because there is less room to reset. Pick him when your team can start fights or distract the enemy front line; play carefully when the enemy has layered crowd control, shields, or instant peel waiting for your dive. View champion guide

Veigar Veigar Veigar T3
Tier
T3
Rank
#81
Win Rate
50.14%
Pick Rate
0.98%

Veigar is a scaling burst mage who controls space with his cage and deletes targets once they are forced to stand still. His usual pattern is simple: punish clumped enemies, trap priority targets, then stack damage through repeated spell hits and takedown pressure.In ARAM: Mayhem, Veigar gets more chances to fight than on a normal map, but he also has less room to hide. Play him as a backline control mage: hold your stun for engages or escapes, farm stacks safely when the wave is contested, and use the chaos of Mayhem to land huge area damage on enemies who overcommit. 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

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

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

Read counter details

Ivern Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Ivern Ivern Ivern T3
Tier
T3
Rank
#118
Win Rate
48.98%
Pick Rate
0.24%

Ivern the Green Father Ivern is a support jungler dropped directly into the ARAM: Mayhem lane. He does not farm camps or path through a river here. He stands in the brush, shields allies, and turns team fights into chaotic brawls with Daisy by his side. His signature pattern is Brushmaker. He creates patches of grass anywhere on the bridge. This gives him and his team vision control, poke angles, and escape routes. In Mayhem, where damage flies fast and cooldowns drop quick, that brush can break enemy targeting and buy seconds that matter. Ivern's role is enchanter and disruptor. He shields with Triggerseed, which explodes on contact and slows enemies. He calls Daisy to knockup and chase. He does not burst people down alone. He enables carries, peels for squishies, and turns messy fights in his team's favor. What changes in ARAM: Mayhem is pace and positioning. There is no jungle to roam, no camps to smite, no early PvE phase. Ivern fights from level one. He uses brush to create zones, shields to keep teammates alive through burst, and Daisy to add another body in a mode where every extra hitbox helps. The constant fighting suits him—he thrives when he can spam abilities and stay useful in extended brawls. View champion guide

Core Team Functions Ivern Requires

Reliable Damage Output: Ivern contributes almost zero kill pressure alone. He needs at least two teammates who can consistently output damage while he keeps them alive.

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

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

Ivern Ivern Ivern T3
Tier
T3
Rank
#118
Win Rate
48.98%
Pick Rate
0.24%

Ivern the Green Father Ivern is a support jungler dropped directly into the ARAM: Mayhem lane. He does not farm camps or path through a river here. He stands in the brush, shields allies, and turns team fights into chaotic brawls with Daisy by his side. His signature pattern is Brushmaker. He creates patches of grass anywhere on the bridge. This gives him and his team vision control, poke angles, and escape routes. In Mayhem, where damage flies fast and cooldowns drop quick, that brush can break enemy targeting and buy seconds that matter. Ivern's role is enchanter and disruptor. He shields with Triggerseed, which explodes on contact and slows enemies. He calls Daisy to knockup and chase. He does not burst people down alone. He enables carries, peels for squishies, and turns messy fights in his team's favor. What changes in ARAM: Mayhem is pace and positioning. There is no jungle to roam, no camps to smite, no early PvE phase. Ivern fights from level one. He uses brush to create zones, shields to keep teammates alive through burst, and Daisy to add another body in a mode where every extra hitbox helps. The constant fighting suits him—he thrives when he can spam abilities and stay useful in extended brawls. View champion guide

Reliable Damage Output: Ivern contributes almost zero kill pressure alone. He needs at least two teammates who can consistently output damage while he keeps them alive. Follow-Up Crowd Control: His Q (Root) and R (Daisy) set up kills, but they do not burst enemies. Teammates must have the instant damage or chain-CC to convert those openings into deaths. Frontline Presence: While Daisy acts as a temporary tank, Ivern himself is extremely squishy. A dedicated frontline or a diver helps draw aggro away from the backline. Top Teammate Synergies 1. Kog'Maw (High Value)

This is the classic "protect the carry" setup. Ivern’s shield provides a massive temporary health bar and a slow field, allowing Kog'Maw to kite freely without building defensive items. In Mayhem, where damage numbers are inflated, the flat damage reduction from shields becomes even more valuable.

Ivern ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Core Role IdentityA pure sustain enchanter who wins by out-healing poke during long, drawn-out sieges and keeping teammates alive through attrition wars.Shifts to disruption and burst protection specialist who triggers Daisy repeatedly, layers crowd control, and shields allies through initial burst windows.Stop playing for sustain and start playing for crowd control chains and burst protection.
Skill PriorityMax Triggerseed first for shield strength, then Root Caller second for cooldown reduction to enable more engages over time.Still max E first to save teammates from one-shots, but Q becomes far more valuable earlier due to near-permanent engage pressure.Landing Q creates constant engage pressure since it returns before fights reset.
Tempo and PaceEnjoys a slow, grinding tempo where you poke, shield, back off, and repeat while waiting for cooldowns between spell rotations.Forces a frantic, proactive pace where you cycle spells constantly, shield pre-emptively, and keep Daisy active one hundred percent of the time.Change from reactive to proactive play or augmented damage will overwhelm you.
Augment InfluenceBuild path is linear with Moonstone, Ardent, and Redemption. Playstyle remains consistent regardless of game state.Augments define playstyle more than items. Damage augments enable aggressive E detonation builds while utility augments focus on keeping carries alive.Adapt playstyle to augments or sticking to standard ARAM habits guarantees loss.
Snowball UsageUsed mostly for positioning or to gap-close for a Q. Treated as a utility tool held for the right moment.Becomes primary engage setup. Use it to create chaos immediately rather than waiting for perfect engages while your team gets poked.Snowball in, drop bush to break focus, then Q fleeing targets.
Teamfight SpacingStand near the back behind your frontline, shielding from a safe distance as the traditional enchanter position.Hover just behind melee champions, close enough to shield instantly but far enough to avoid burst. Send Daisy in first as a buffer.Cannot stand too far back or frontline dies before shield travels.

Champion Analysis

Role / Current performance

Overview

Ivern the Green Father functions as a protective support in ARAM: Mayhem, specializing in brush creation and team utility rather than direct damage output. His identity centers on providing vision, cover, and shields for allies while his summoned companion Daisy creates additional pressure in teamfights. Ivern excels when paired with coordinated teams that can capitalize on his unique tools, particularly his ability to create brush in key positions. Ivern's core advantage in ARAM is his ultimate ability, R, which summons Daisy to auto-attack enemies. Daisy serves a dual purpose by drawing enemy aggro and dealing consistent damage during extended fights. This pet mechanic allows Ivern to contribute offensive pressure while remaining in a protective position. His Q ability provides an AoE root, giving him crowd control utility to initiate or peel for teammates. The defining mechanic that separates Ivern from other supports is W, which creates brush at a target location. In ARAM, this ability provides vision and cover, allowing allies to hide and reposition during fights. Creating brush at strategic positions gives Ivern's team opportunities to approach or retreat while obscuring enemy vision. This brush creation mechanic represents Ivern's most distinctive contribution to the Howling Abyss. Ivern's E ability shields allies and deals damage, making it his primary tool for sustained protection during teamfights. Continuous use of E throughout engagements maintains shield coverage on key allies while adding damage output. This ability reinforces his role as a protective presence who stays with his team rather than roaming or split-pushing. Ivern's strengths include practical brush creation for vision control, a useful shield ability, and Daisy's ability to draw aggro away from teammates. His protective capabilities make him valuable for teams that need additional safety and utility. However, Ivern carries significant weaknesses that players must understand. He deals extremely low damage compared to most ARAM champions, making him unsuitable for players seeking kill pressure. He is fragile and vulnerable when caught out of position. His effectiveness depends heavily on team coordination, as he lacks independent fighting ability and cannot win duels or survive alone against aggressive enemies. Ivern the Green Father offers strong protective utility for teams that can coordinate around his brush creation and shield support, but players must recognize his limitations as a low-damage support who relies entirely on teammates to convert his utility into victories.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Ivern the Green Father does not engage like a typical tank or mage. His role is to set the stage and let allies do the heavy lifting, creating chaos that favors the team. Use Brushmaker to spawn bushes near the enemy frontline, denying vision and allowing ADCs or mages to land free poke. Never walk up to auto-attack and create brush unless safe, as the channel time leaves Ivern vulnerable to hard crowd control. Use Rootcaller to start fights when a clear path exists. Landing a root on a squishy target invites the team to follow up. Click the target to dash with an ally, then immediately drop Triggerseed on yourself or the engaging ally. This shield absorbs initial burst and slows enemies when it pops. Do not hold Q for the perfect hook, as tempo matters more than precision in Mayhem. A mediocre root that forces a flash is often better than waiting for a perfect angle. When enemies dive the backline, Ivern becomes a defensive anchor. Save Triggerseed for the moment an assassin or diver commits, as shielding too early lets them disengage or wait out the slow. Shield the focused ally, then use Rootcaller on the diver to hold them in place. If multiple enemies jump in, cast Daisy directly on yourself or the carry for bodyblocking and knockup pressure. Ivern protects by staying close. Use Brushmaker to create vision blockers behind a retreating team, forcing enemies to face-check or use abilities blindly. If an enemy flanks, spawn a bush on top of them to break target lock. Surviving bad trades requires quick decisions. If caught out, drop a bush on yourself and run through it for the movement speed burst. Do not stop to auto-attack. Use Rootcaller on the closest chaser even without an ally to dash to, as the root stops their momentum. Position near side brushes or behind melee allies. Never stand in the center of the lane, as Ivern is too squishy to absorb poke. Use side edges to create brush that extends the team's vision zone. Against long-range poke, stay further back and use Q to check bushes before walking up. Target priority focuses on whoever threatens carries or whoever the team can collapse on. If the ADC is fed, the only job is keeping them alive through shields, roots, and sending Daisy to disrupt the enemy backline. If the team lacks damage, look for roots on isolated squishies. Never waste abilities on full-health tanks unless they are overextended. Daisy should disrupt the enemy backline, not auto-attack a tank. Snowball offers flexible utility. Use it to close distance for a root, but this is risky. A better use is waiting for the mark, then dashing to reposition for a clutch shield or root. If landing Snowball on a key target, communicate with the team before diving. Ivern is not a burst champion and diving alone usually results in death. Defensively, Snowball can target minions or distant enemies to escape a collapse, often safer than flashing. When behind, Ivern becomes a stall engine. Focus on keeping carries alive long enough to land poke. Stay further back, use Q only on overextending enemies, and shield allies the moment they get hit. Use Daisy defensively near the backline to knockup divers. Create safe zones with Brushmaker for regrouping. Let enemies make mistakes, and when they dive the tower, root the diver and shield the tower or ally to punish their overcommit.

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Playstyle Guide

Playstyle / Team structure

Play guide

Ivern the Green Father operates as a support enchanter with unique jungle mechanics, not a burst mage, and understanding this distinction defines successful play in ARAM: Mayhem. Positioning near melee allies or just behind the front line allows him to zone enemies with brush while providing teammates the brush-pass attack speed buff. Early levels require disciplined movement to dodge skill shots, as Ivern is squishy and early deaths destroy gold income. The core trading rhythm centers on triggering Triggerseed shields on allies about to take damage. Mana management is critical, so avoid spamming Q on cooldown. Instead, look for roots when enemies overextend or miss key abilities. Landing a root creates a window to dash in with a click, land one auto-attack, then immediately back off. Overcommitting for that single auto leads to unnecessary deaths. Snowball should stay ready for disengage or following a teammate's engage, never for initiating unless diving a low-HP target under tower with team support. Augment choice shapes early approach. Damage-oriented augments enable more aggressive Q poke, while utility or healing augments require playing further back to maintain health pools. Push with the team, using Daisy to clear the first wave only if necessary, ideally saving her for the first tower siege. Early kills or forced recalls create opportunities to siege with the strongest teammate, using brush for attack speed and vision. Falling behind means abandoning long-range Q attempts, playing directly on top of the carry, and shielding constantly while using brush to break enemy vision. Mid game positioning becomes more critical as enemy damage increases. Stay at max Q range or slightly behind the front line, close enough to shield instantly but far enough to dodge hooks and stuns. The Q-auto combo works on isolated targets, and calling for team focus when landing roots maximizes impact. Daisy can block skill shots for the ADC and create chaos by attacking the enemy backline, though she should not chase too far. Shield the initiator whenever they engage. Snowball becomes a repositioning tool for dodging critical ultimates or following caught teammates, not an initiation tool. Pushing hard is optimal since Daisy excels at sieging by drawing aggro and zoning defenders. Late game demands extreme caution, as one death can lose the game. Position as the most valuable target, staying behind tanks at all times. Shields should be on cooldown constantly during fights, using the slow from shield explosions to kite. Summon Daisy immediately when fights break out, directing her to the highest priority target, typically the enemy ADC or mage, since her knockup is decisive in late-game brawls. Snowball stays reserved for emergency dodges or chasing the final enemy after a won fight, never to start a 5v5. Late-game augments should provide tankiness or utility boosts, with defensive augments surviving initial burst and offensive augments turning Daisy into a raid boss. When ahead, force a final fight at the enemy Nexus, using Daisy to zone enemies off their spawn. When behind, defend Nexus turrets with Q roots and Daisy knockups on divers, waiting for enemy mistakes to collapse and turn the fight.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Ivern the Green Father excels at breaking the game's economy and tempo when ahead, rather than seeking direct 1v1 confrontations with enemy carries. His lead typically stems from early skirmishes where Daisy creates chaos or from hitting key augment spikes that make his shields unbreakable. The trigger condition for playing from ahead is having more gold than the enemy support or jungler while maintaining turret pressure. Ivern should force objective control and invade vision, using his passive to steal enemy camps safely. When the enemy groups mid, Ivern can consume side camps with Smite and shield minions to siege the opposite lane, forcing the enemy to split focus or fight out of position. Daisy becomes a win condition when ahead and should not be wasted on poke. Ivern should hold her for hard engage or to zone enemies off their tower, triggering her on the frontline then commanding her to switch to backline carries. The knockup disrupts channels and forces flashes. Augments that buff Daisy with attack speed or lifesteal allow her to dive while Ivern stays safe at max range. Shield augments enable aggressive play by absorbing burst for allies who Snowball in. Cooldown reduction lets Ivern spam brushes for vision denial, forcing enemies to drain mana and cooldowns checking fog. Daisy durability augments enable early tower dives by letting her tank shots. Ivern remains squishy even when ahead and must respect burst windows. Face-checking against fed assassins throws momentum, as dying despawns Daisy and removes the team's engage tool. Ivern should stay behind his frontline, shield focused allies, and only move forward to Q rooted targets. When behind, Ivern must accept becoming a disengage tool rather than an engage threat. The trigger condition is losing early teamfights or having less gold than the enemy mage. His damage becomes negligible, so forcing kills only gets him caught. Ivern should hold Q for enemy divers jumping on his carry, giving the ADC repositioning opportunities. His W brush becomes a safety zone for ranged allies, providing cover from targeted abilities and confusing enemy pathing. Shield usage shifts to protecting the highest-damage vulnerable ally rather than the initiator. The shield duration prevents grievous wounds from applying immediately, letting Redemption or Moonstone passives tick longer. Healing augments make Ivern a sustain bot focused on dragging fights out, hoping the overcommitting enemy overextends. Utility augments enable kiting to waste enemy time while teammates respawn or clear waves. Without damage augments, Ivern should build pure support rather than attempting damage items he cannot afford. Wave management prevents unrecoverable fights. Ivern clears waves safely with shield and Daisy, using her to clear caster minions during sieges. He should not let waves crash into his tower where dives are easy in Mayhem. Q catches overextending enemies, but Ivern must not follow up alone. Desperate Qs into 1v5s guarantee losses. When fights go south, Ivern should escape using shield speed and brush vision, as surviving lets him shield respawning teammates and prevent fountain dives while giving his team a chance to scale into late game where gold gaps matter less.

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Champion Background

Lore / Identity / Text block

Background copy

Ivern the Green Father brings a distinctive support identity to ARAM: Mayhem, centered on enabling allies through vision manipulation, protective shielding, and unique objective control rather than direct damage output. His passive, Friend of the Forest, transforms jungle monster interaction into a strategic advantage specific to this mode. Ivern cannot attack non-epic monsters but instead creates groves to free them, granting gold and experience to himself and a nearby ally. In Mayhem, this bypasses the health cost and channel time of standard jungle clears, creating a support economy that funnels resources to carries. The critical application is securing the Scuttle Crab that spawns in the center river, which provides a speed shrine and vision advantage. Ivern players must prioritize this objective immediately, as denying the enemy team the shrine can determine early lane pressure. Ignoring the Scuttle Crab grants the enemy team the speed shrine, making allied mages vulnerable to skill shots and unable to engage effectively. Rootcaller serves as Ivern's primary catch tool, firing a root that immobilizes the first enemy hit. The generous root duration makes landing a max-range Q on squishy targets often fatal. Allies can click rooted targets to dash into attack range, turning Ivern into an engage bridge for melee teammates lacking gap closers. The projectile stops on the first unit hit, requiring players to wait for wave clearance or enemy mispositioning. Missing Q leaves Ivern vulnerable for a significant window, and wasting it on high-tenacity tanks or spell-shield champions removes the team's primary setup tool. Brushmaker defines Ivern's Mayhem playstyle through instant brush creation that blocks enemy vision and grants brush bonuses to allies. This ability has no damage component, making its value entirely positional. Proper placement creates safe zones for sidestepping linear skill shots and forces enemies to face-check or waste cooldowns. Misplacing bushes behind a retreating team can accidentally block vision of pursuing enemies, leading to disastrous face-checks. Triggerseed shields allies and detonates after a short delay, dealing magic damage and slowing nearby enemies. This dual-purpose tool serves as primary defense and trading mechanism. Shielding too early allows enemies to back off before detonation, wasting the damage portion. Shielding full-health allies not in combat leaves actual engage tools vulnerable during cooldown windows. Daisy! summons a persistent sentinel that attacks independently and applies knockup on the third hit against the same target. Daisy adds body-blocking, damage, and crowd control but requires proper timing. Summoning during retreats wastes the cooldown as Daisy cannot catch up. Losing Daisy early in a fight removes Ivern's sustained damage and knockup threat, reducing his combat presence significantly until the long cooldown returns.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Ivern in Mayhem ARAM plays nothing like his Summoner's Rift counterpart. He is not a passive jungle farmer but rather a disruptive support engine with access to frequent shields, brush control, and a powerful summon. Most losses happen because players treat him like a healer bot or waste his cooldowns on low-value targets. Mechanical mistakes often revolve around Triggerseed mismanagement. Casting the shield on targets already running away or out of range wastes mana and cooldowns for zero pressure. The shield should be held for allies who are actively engaging or being dove, or used on the frontline minion wave to help push. Another critical error is detonating Triggerseed manually the instant it lands, which sacrifices a huge portion of the shield's effective health. The shield should run its full duration or close to it, with early detonation reserved for when enemies are about to walk out of explosion radius or the shielded ally is about to die anyway. Brushmaker placement determines whether Ivern gains real value or simply reveals his position. Placing brush directly on top of himself or an ally while standing still tells enemies exactly where to aim skill shots. The correct approach is placing brush between Ivern and the enemy to break their line of sight, or positioning it to the side for juking after enemies commit. When using Daisy, Ivern should never walk forward to auto-attack alongside her. He has very low combat stats and will be burst down if he enters melee range. The correct action is casting Daisy on a priority target, then kiting backward or sideways while shielding Daisy and the team. Rootcaller usage separates effective Ivern players from liabilities. Using it on a tank or bruiser already on top of the team wastes a tool that could catch a backline diver or stop an assassin. The ability should be saved for enemies trying to gap-close onto carries or to set up long-range engage on squishy targets. Decision mistakes include playing Ivern as a pure backline healer who only shields the ADC, which causes the team to lack engage and pressure. Ivern should look for Q picks on out-of-position enemies, use Daisy to start fights or counter-engage, and shield the frontline so they can dive deeper. Ignoring the wave to skirmish in a pushed-in lane forces fights under enemy towers where Daisy and minions die instantly to structure aggro. Holding Daisy for the perfect moment until the fight is already lost wastes her value as a distraction, tank, and knockup tool. Building pure ability power leaves Ivern squishy and dead faster, meaning fewer spells cast overall. Support and utility items that increase survivability and mana pool provide more team value than raw AP. Ivern wins games by enabling better players, not by carrying them.

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FAQ

Ivern

FAQ

Is Ivern actually good in ARAM: Mayhem or just a troll pick? He's strong but niche. Mayhem's accelerated gold and experience lets him hit his defensive item spikes faster, which makes his shielding obnoxious to deal with. The tradeoff is that your team loses a traditional damage dealer, so you need allies who can carry the fight while you enable them. What should I max first on Ivern in this mode? Max E (Triggerseed) first in almost every game. The shield value and explosion damage scale hard, and the lower cooldown lets you spam it during extended fights. Only put extra points into W (Brushmaker) if your team has specific brush synergies like Nidalee or Rengar. How do I use Daisy effectively in Mayhem? Send Daisy onto the enemy backline with R, then swap targets to your primary shield recipient. Daisy's knockup is your only hard crowd control, so use it to peel assassins off your carry or disrupt channels. The downside is that Daisy dies fast to focused fire, so don't send her in before your team commits.

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