ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T4 Rank #120

Karma ARAM Mayhem Build & Best Augments

Karma role and playstyle: baseline role is AP support backline, with a core identity built around utility and crowd control. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Key ARAM traits include long-range poke, speed utility. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Low to medium execution: easy to start, but better movement, spacing, and combo timing raise the ceiling. 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.

Karma Karma the Enlightened One Mage / Support
TierT4
Rank#120
Win Rate47.92%
Pick Rate0.70%

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 Rate52.87%
Pick Rate10.02%
#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 Rate53.62%
Pick Rate8.94%
#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.

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.

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.

Win Rate49.59%
Pick Rate8.70%

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.

51.40%
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.

52.49%
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.

52.58%
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.

51.57%
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.

52.84%
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.

49.53%
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 .

51.88%
Echoes of Helia Echoes of Helia Echoes of Helia
Total Price
2,200
Price
500

+35 Ability Power +200 Health +20 Ability Haste +125% Base Mana Regen Soul Siphon Gain 35% of pre-mitigation damage dealt to champions as Soul Charges. Healing or Shielding an ally consumes all Soul Charges to restore Health.

55.14%
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

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

44.40%
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.

53.44%
Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

43.54%
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.

48.61%

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.

52.54%
Bandleglass Mirror Bandleglass Mirror Bandleglass Mirror
Total Price
900
Price
50

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

52.54%
Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

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

50.50%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

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

50.50%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

50.32%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

50.32%
Bandleglass Mirror Bandleglass Mirror Bandleglass Mirror
Total Price
900
Price
50

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

50.32%

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

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

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

Win Rate42.60%
Pick Rate5.87%
#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.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate47.13%
Pick Rate2.54%
#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 Rate44.86%
Pick Rate1.59%

Situational itemstop 12

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%.

43.60%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

50.69%
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%.

43.75%
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.

46.86%
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.

45.93%
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.

42.68%
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).

39.44%
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.

47.06%
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.

48.11%
Frozen Heart Frozen Heart Frozen Heart
Total Price
2,500
Price
600

+75 Armor +400 Mana +20 Ability Haste Winter's Caress Reduce the Attack Speed of nearby champions by 20%.

54.72%
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%.

43.36%
Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

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

45.63%

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.

37.07%
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.

37.07%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

44.07%
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.

44.07%
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.

48.15%

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.

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

+12 Magic Penetration +45 Move Speed

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

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

Win Rate46.13%
Pick Rate12.82%
#2
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

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

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

+12 Magic Penetration +45 Move Speed

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.

Win Rate47.08%
Pick Rate8.03%
#3
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

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

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

+12 Magic Penetration +45 Move Speed

Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

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

Win Rate44.92%
Pick Rate7.26%

Situational itemstop 12

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

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

46.45%
Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

46.19%
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.

47.24%
Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

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

45.86%
Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

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

46.41%
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%.

49.22%
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%.

44.79%
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.

47.25%
Void Staff Void Staff Void Staff
Total Price
3,000
Price
1,050

+95 Ability Power +40% Magic Penetration

44.08%
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.

43.24%
Cryptbloom Cryptbloom Cryptbloom
Total Price
3,000
Price
200

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

46.62%
Archangel's Staff Archangel's Staff Archangel's Staff
Total Price
2,900
Price
450

+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.

47.24%

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.

46.85%
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.

46.85%
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%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

48.41%
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.

48.41%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
54.72%
Pick Rate
5.77%
Games
1,175

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
GoldT154.72%5.77%1,175
Sonata Sonata Sonata Gold
Rarity
Gold
Tier
T3
Win Rate
54.52%
Pick Rate
9.25%
Games
1,882

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

View augment details
GoldT154.52%9.25%1,882
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
52.43%
Pick Rate
4.85%
Games
988

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
SilverT152.43%4.85%988
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
51.27%
Pick Rate
6.36%
Games
1,295

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

View augment details
GoldT151.27%6.36%1,295
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.23%
Pick Rate
8.55%
Games
1,741

Gain ability haste equal to 30% AP .

View augment details
PrismaticT151.23%8.55%1,741
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
50.77%
Pick Rate
5.42%
Games
1,103

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
GoldT150.77%5.42%1,103
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
49.64%
Pick Rate
5.53%
Games
1,126

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT149.64%5.53%1,126
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
49.64%
Pick Rate
4.74%
Games
965

Grants 60 ability haste .

View augment details
GoldT149.64%4.74%965
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
49.58%
Pick Rate
12.23%
Games
2,489

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

View augment details
GoldT149.58%12.23%2,489
Crack Open That Egg Crack Open That Egg Crack Open That Egg Silver
Rarity
Silver
Tier
T5
Win Rate
49.57%
Pick Rate
5.16%
Games
1,051

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

View augment details
SilverT149.57%5.16%1,051
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
49.39%
Pick Rate
10.02%
Games
2,039

Grants 20% heal and shield power .

View augment details
SilverT149.39%10.02%2,039
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
49.04%
Pick Rate
10.53%
Games
2,143

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
GoldT149.04%10.53%2,143
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
48.32%
Pick Rate
7.16%
Games
1,457

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
GoldT148.32%7.16%1,457
All For You All For You All For You Gold
Rarity
Gold
Tier
T4
Win Rate
48.28%
Pick Rate
8.02%
Games
1,632

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

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GoldT148.28%8.02%1,632
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
47.90%
Pick Rate
4.21%
Games
858

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
SilverT147.90%4.21%858
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
47.88%
Pick Rate
8.81%
Games
1,794

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

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SilverT147.88%8.81%1,794
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
47.51%
Pick Rate
4.83%
Games
983

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
SilverT147.51%4.83%983
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.15%
Pick Rate
5.17%
Games
1,052

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
PrismaticT147.15%5.17%1,052
Sonic Boom Sonic Boom Sonic Boom Silver
Rarity
Silver
Tier
T4
Win Rate
47.12%
Pick Rate
5.96%
Games
1,214

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).

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SilverT147.12%5.96%1,214
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
46.72%
Pick Rate
7.57%
Games
1,541

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
GoldT146.72%7.57%1,541
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
46.69%
Pick Rate
6.38%
Games
1,298

Gain the Arcane Comet and Summon Aery keystone runes.

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GoldT146.69%6.38%1,298
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
46.01%
Pick Rate
12.80%
Games
2,606

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.

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GoldT146.01%12.80%2,606
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
45.92%
Pick Rate
5.41%
Games
1,102

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

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SilverT145.92%5.41%1,102
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
45.85%
Pick Rate
6.74%
Games
1,372

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
GoldT145.85%6.74%1,372
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
45.33%
Pick Rate
10.89%
Games
2,217

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 .

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GoldT145.33%10.89%2,217
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
45.27%
Pick Rate
6.13%
Games
1,248

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
SilverT145.27%6.13%1,248
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
44.58%
Pick Rate
5.44%
Games
1,108

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

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PrismaticT144.58%5.44%1,108
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
43.64%
Pick Rate
5.64%
Games
1,148

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

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GoldT143.64%5.64%1,148
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
43.54%
Pick Rate
5.86%
Games
1,192

Grants 18% armor penetration and magic penetration .

View augment details
GoldT143.54%5.86%1,192
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
43.27%
Pick Rate
8.17%
Games
1,664

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

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PrismaticT143.27%8.17%1,664
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
56.29%
Pick Rate
2.15%
Games
437

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

View augment details
PrismaticT256.29%2.15%437
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
56.23%
Pick Rate
1.93%
Games
393

Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

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GoldT256.23%1.93%393
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
55.70%
Pick Rate
2.33%
Games
474

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
GoldT255.70%2.33%474
Upgrade Mikaels Blessing Upgrade Mikaels Blessing Upgrade Mikaels Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.48%
Pick Rate
2.15%
Games
438

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。

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PrismaticT255.48%2.15%438
Windspeaker's Blessing Windspeaker's Blessing Windspeaker's Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
54.19%
Pick Rate
3.11%
Games
633

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
PrismaticT254.19%3.11%633
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.94%
Pick Rate
2.34%
Games
476

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
PrismaticT252.94%2.34%476
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
52.88%
Pick Rate
1.88%
Games
382

Gain 2 Stat Anvils .

View augment details
SilverT252.88%1.88%382
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
51.84%
Pick Rate
2.27%
Games
463

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

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SilverT251.84%2.27%463
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
51.61%
Pick Rate
3.36%
Games
684

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

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SilverT251.61%3.36%684
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
51.52%
Pick Rate
3.06%
Games
623

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

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GoldT251.52%3.06%623
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
51.02%
Pick Rate
2.42%
Games
492

Gain 1750 upon acquiring this augment.

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GoldT251.02%2.42%492
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
50.78%
Pick Rate
2.21%
Games
449

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

View augment details
PrismaticT250.78%2.21%449
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
50.49%
Pick Rate
2.02%
Games
412

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
GoldT250.49%2.02%412
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
50.00%
Pick Rate
1.98%
Games
404

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
GoldT250.00%1.98%404
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.81%
Pick Rate
3.96%
Games
807

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
PrismaticT249.81%3.96%807
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
49.29%
Pick Rate
2.42%
Games
493

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
PrismaticT249.29%2.42%493
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
48.87%
Pick Rate
1.96%
Games
399

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
SilverT248.87%1.96%399
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
48.81%
Pick Rate
3.93%
Games
799

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT248.81%3.93%799
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
48.75%
Pick Rate
2.95%
Games
601

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

View augment details
GoldT248.75%2.95%601
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
48.40%
Pick Rate
2.91%
Games
593

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
GoldT248.40%2.91%593
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.16%
Pick Rate
2.53%
Games
515

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
PrismaticT248.16%2.53%515
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
47.98%
Pick Rate
3.28%
Games
667

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

View augment details
GoldT247.98%3.28%667
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
47.91%
Pick Rate
1.88%
Games
382

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

View augment details
GoldT247.91%1.88%382
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
46.62%
Pick Rate
2.25%
Games
459

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

View augment details
GoldT246.62%2.25%459
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.50%
Pick Rate
2.10%
Games
428

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

View augment details
PrismaticT246.50%2.10%428
Empowered By The Faithful Empowered By The Faithful Empowered By The Faithful Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.43%
Pick Rate
3.30%
Games
672

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
PrismaticT246.43%3.30%672
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
46.19%
Pick Rate
3.35%
Games
682

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
PrismaticT246.19%3.35%682
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
45.31%
Pick Rate
3.04%
Games
618

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

View augment details
SilverT245.31%3.04%618
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
45.19%
Pick Rate
2.65%
Games
540

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

View augment details
GoldT245.19%2.65%540
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
44.93%
Pick Rate
2.37%
Games
483

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

View augment details
GoldT244.93%2.37%483
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
44.80%
Pick Rate
3.83%
Games
779

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

View augment details
GoldT244.80%3.83%779
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
44.67%
Pick Rate
2.86%
Games
582

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
GoldT244.67%2.86%582
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
44.52%
Pick Rate
2.28%
Games
465

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

View augment details
GoldT244.52%2.28%465
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
43.71%
Pick Rate
2.15%
Games
437

【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
SilverT243.71%2.15%437
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
43.40%
Pick Rate
2.83%
Games
576

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

View augment details
SilverT243.40%2.83%576
Empyrean Promise Empyrean Promise Empyrean Promise Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.57%
Pick Rate
2.45%
Games
498

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
PrismaticT242.57%2.45%498
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
41.90%
Pick Rate
3.31%
Games
673

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
SilverT241.90%3.31%673
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
52.20%
Pick Rate
1.68%
Games
341

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
GoldT352.20%1.68%341
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.17%
Pick Rate
1.81%
Games
368

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
PrismaticT352.17%1.81%368
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
51.38%
Pick Rate
1.61%
Games
327

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

View augment details
SilverT351.38%1.61%327
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
51.16%
Pick Rate
1.27%
Games
258

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
GoldT351.16%1.27%258
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.25%
Pick Rate
1.00%
Games
203

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
PrismaticT350.25%1.00%203
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
49.56%
Pick Rate
1.11%
Games
226

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
GoldT349.56%1.11%226
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.45%
Pick Rate
1.80%
Games
366

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
PrismaticT349.45%1.80%366
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
48.71%
Pick Rate
1.52%
Games
310

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

View augment details
GoldT348.71%1.52%310
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
47.79%
Pick Rate
1.67%
Games
339

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

View augment details
SilverT347.79%1.67%339
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
47.46%
Pick Rate
1.16%
Games
236

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT347.46%1.16%236
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
47.14%
Pick Rate
1.38%
Games
280

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

View augment details
SilverT347.14%1.38%280
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
47.09%
Pick Rate
1.77%
Games
361

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

View augment details
GoldT347.09%1.77%361
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
47.00%
Pick Rate
0.98%
Games
200

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

View augment details
GoldT347.00%0.98%200
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
46.99%
Pick Rate
1.31%
Games
266

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

View augment details
SilverT346.99%1.31%266
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
46.82%
Pick Rate
1.08%
Games
220

Grants 50% critical strike chance .

View augment details
GoldT346.82%1.08%220
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.57%
Pick Rate
1.00%
Games
204

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

View augment details
PrismaticT346.57%1.00%204
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
46.35%
Pick Rate
1.35%
Games
274

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
GoldT346.35%1.35%274
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
46.27%
Pick Rate
0.99%
Games
201

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
GoldT346.27%0.99%201
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.03%
Pick Rate
1.79%
Games
365

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

View augment details
PrismaticT346.03%1.79%365
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
45.77%
Pick Rate
1.40%
Games
284

Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal).

View augment details
GoldT345.77%1.40%284
Mighty Shield Mighty Shield Mighty Shield Silver
Rarity
Silver
Tier
T5
Win Rate
45.66%
Pick Rate
1.30%
Games
265

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

View augment details
SilverT345.66%1.30%265
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
45.64%
Pick Rate
0.96%
Games
195

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT345.64%0.96%195
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
45.59%
Pick Rate
1.28%
Games
261

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT345.59%1.28%261
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
45.42%
Pick Rate
1.40%
Games
284

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

View augment details
PrismaticT345.42%1.40%284
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.70%
Pick Rate
1.07%
Games
217

You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal pre-mitigation.

View augment details
PrismaticT344.70%1.07%217
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.44%
Pick Rate
1.11%
Games
225

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

View augment details
PrismaticT344.44%1.11%225
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
44.37%
Pick Rate
1.53%
Games
311

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

View augment details
GoldT344.37%1.53%311
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
43.81%
Pick Rate
1.11%
Games
226

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
PrismaticT343.81%1.11%226
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
43.10%
Pick Rate
1.46%
Games
297

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

View augment details
GoldT343.10%1.46%297
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
41.21%
Pick Rate
0.98%
Games
199

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
PrismaticT341.21%0.98%199
Circle of Death Circle of Death Circle of Death Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
38.98%
Pick Rate
1.45%
Games
295

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

View augment details
PrismaticT338.98%1.45%295
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
54.81%
Pick Rate
0.66%
Games
135

Grants 3 random Dragon Souls .

View augment details
PrismaticT454.81%0.66%135
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.22%
Pick Rate
0.44%
Games
90

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

View augment details
PrismaticT452.22%0.44%90
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.00%
Pick Rate
0.41%
Games
84

Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size.

View augment details
PrismaticT450.00%0.41%84
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
47.97%
Pick Rate
0.60%
Games
123

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
SilverT447.97%0.60%123
Trueshot Prodigy Trueshot Prodigy Trueshot Prodigy Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.52%
Pick Rate
0.50%
Games
101

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

View augment details
PrismaticT447.52%0.50%101
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.32%
Pick Rate
0.55%
Games
112

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
PrismaticT447.32%0.55%112
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
47.29%
Pick Rate
0.63%
Games
129

Convert all of your bonus attack speed into ability haste at a rate of 0. 65 ability haste per 1% bonus attack speed . Additionally, your abilities' total cooldowns are reduced by 10%.

View augment details
SilverT447.29%0.63%129
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
47.25%
Pick Rate
0.45%
Games
91

Upon dropping below 50% maximum health , you are healed for 30% maximum health over 3 seconds (45 second cooldown, reset upon death).

View augment details
GoldT447.25%0.45%91
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.07%
Pick Rate
0.87%
Games
178

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

View augment details
PrismaticT446.07%0.87%178
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
46.02%
Pick Rate
0.56%
Games
113

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

View augment details
SilverT446.02%0.56%113
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
45.97%
Pick Rate
0.61%
Games
124

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
SilverT445.97%0.61%124
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
45.81%
Pick Rate
0.76%
Games
155

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
GoldT445.81%0.76%155
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
45.52%
Pick Rate
0.71%
Games
145

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

View augment details
PrismaticT445.52%0.71%145
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
45.25%
Pick Rate
0.88%
Games
179

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

View augment details
SilverT445.25%0.88%179
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
45.24%
Pick Rate
0.83%
Games
168

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
SilverT445.24%0.83%168
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.16%
Pick Rate
0.61%
Games
124

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

View augment details
PrismaticT445.16%0.61%124
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
45.05%
Pick Rate
0.55%
Games
111

Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ).

View augment details
SilverT445.05%0.55%111
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.74%
Pick Rate
0.56%
Games
114

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
PrismaticT444.74%0.56%114
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.32%
Pick Rate
0.86%
Games
176

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

View augment details
PrismaticT444.32%0.86%176
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
43.38%
Pick Rate
0.67%
Games
136

Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields .

View augment details
PrismaticT443.38%0.67%136
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
43.28%
Pick Rate
0.66%
Games
134

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
SilverT443.28%0.66%134
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
42.70%
Pick Rate
0.87%
Games
178

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

View augment details
SilverT442.70%0.87%178
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.24%
Pick Rate
0.57%
Games
116

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
PrismaticT442.24%0.57%116
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
42.19%
Pick Rate
0.63%
Games
128

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

View augment details
GoldT442.19%0.63%128
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
40.82%
Pick Rate
0.48%
Games
98

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

View augment details
GoldT440.82%0.48%98
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
40.37%
Pick Rate
0.79%
Games
161

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
PrismaticT440.37%0.79%161
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
40.12%
Pick Rate
0.80%
Games
162

Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds.

View augment details
SilverT440.12%0.80%162
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
39.69%
Pick Rate
0.64%
Games
131

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

View augment details
SilverT439.69%0.64%131
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
39.46%
Pick Rate
0.72%
Games
147

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
GoldT439.46%0.72%147
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
39.42%
Pick Rate
0.67%
Games
137

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

View augment details
GoldT439.42%0.67%137
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
39.05%
Pick Rate
0.52%
Games
105

Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1. 5 % for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction.

View augment details
SilverT439.05%0.52%105
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
39.00%
Pick Rate
0.49%
Games
100

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

View augment details
SilverT439.00%0.49%100
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
36.94%
Pick Rate
0.77%
Games
157

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

View augment details
GoldT436.94%0.77%157
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
63.01%
Pick Rate
0.36%
Games
73

Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

View augment details
GoldT563.01%0.36%73
Hand of Baron Hand of Baron Hand of Baron Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
62.50%
Pick Rate
0.28%
Games
56

Gain a modified Hand of Baron , which only grants 25% increased adaptive force and greatly empowers nearby allied minions .

View augment details
PrismaticT562.50%0.28%56
Poltergeist Poltergeist Poltergeist Silver
Rarity
Silver
Tier
T5
Win Rate
59.65%
Pick Rate
0.28%
Games
57

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

View augment details
SilverT559.65%0.28%57
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
48.15%
Pick Rate
0.27%
Games
54

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

View augment details
SilverT548.15%0.27%54
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.67%
Pick Rate
0.29%
Games
60

Upon entering the enemy team's gate or Catapult for the first time, either of which are located near their spawn , you become Kinged , causing you to gain one random Prismatic-tier augment and the first eligible Legendary item in your inventory to be upgraded with improved stats. The gold value of all upgradeable stats on the item is increased by exactly 1000 . King Me prioritize upgrading the first Legendary item eligible for a upgrade based on its position in the inventory, detecting each slot until an eligible item is found.

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PrismaticT546.67%0.29%60
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.48%
Pick Rate
0.35%
Games
71

获得魄罗之王的弹跳!魄罗之王的弹跳:变形为【魄罗之王】3秒!你现在处于不可阻挡和幽灵状态。获得?伤害减免和?移动速度,但被沉默且无法攻击。此外,每1秒都会弹跳,在着陆时对附近的敌方英雄们造成?物理伤害和击退。【魄罗之王】的每次施放仅能对同一敌人造成一次击退。已防止的伤害:?已造成的伤害:?被弹跳的敌人数:?

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PrismaticT546.48%0.35%71
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
46.25%
Pick Rate
0.39%
Games
80

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.

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SilverT546.25%0.39%80
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
43.94%
Pick Rate
0.32%
Games
66

Surrounds you in flames, causing you to apply a Burn every second to enemy champions within 500 units for 3 seconds that deals magic damage equal to [ 0. 6 6 % of your maximum health per second.] This Burn stacks infinitely and refreshes with each application.

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PrismaticT543.94%0.32%66
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
41.10%
Pick Rate
0.36%
Games
73

Gain 15% omnivamp .

View augment details
SilverT541.10%0.36%73
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
38.33%
Pick Rate
0.29%
Games
60

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT538.33%0.29%60
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
36.51%
Pick Rate
0.31%
Games
63

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

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SilverT536.51%0.31%63
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
35.00%
Pick Rate
0.29%
Games
60

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

View augment details
PrismaticT535.00%0.29%60

Karma Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

R > Q > E > W

RQWE

R > Q > W > E (specific augment triggers)

RQEW

Max Q first for damage and zone control.

Karma Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Karma counters these champions in ARAM: Mayhem.

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

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

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

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

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

Miss Fortune Miss Fortune Miss Fortune T3
Tier
T3
Rank
#97
Win Rate
49.69%
Pick Rate
1.26%

Miss Fortune is a straightforward marksman who wins fights by softening enemies with lane poke, then punishing grouped targets with a big channeled ultimate. She fits teams that can slow, root, stun, or zone enemies long enough for her damage to land, and she is easy to pick up because her best pattern is clear: hit from safety, keep moving, and fire when the enemy is forced to stand in a bad spot. In ARAM: Mayhem, fights break out faster and augments can make engages more explosive, so Miss Fortune has to be more careful with positioning than in a slower poke game. She is strongest when she plays behind her frontline, saves her channel for committed fights, and uses the narrow bridge to punish enemies who stack together. If assassins or divers are holding tools to interrupt her, she should bait those first, reposition, then ult after the punish window opens. View champion guide

Read counter details

Countered By

5

Karma 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

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

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

Syndra Syndra Syndra T2
Tier
T2
Rank
#47
Win Rate
51.39%
Pick Rate
0.54%

Syndra is a burst-focused control mage who wins fights by setting up Dark Spheres, threatening stuns, and deleting priority targets once they step too far forward. She plays best from mid-to-long range: poke first, punish clumped enemies with scatter angles, then finish a vulnerable carry with her ultimate when their defensive tools are down. In ARAM: Mayhem, the constant 5v5 pressure gives Syndra more chances to hit multiple enemies, but it also gives divers and long-range poke more chances to punish her. Positioning matters more than greed. Hold your stun when assassins or bruisers can reach you, and use your burst on targets your team can actually follow up on. Pick Syndra when your team needs reliable magic damage, wave control, and a strong punish tool against enemies who walk into narrow lane space. She is entry-friendly if you focus on one rule: make the enemy respect your spheres before you spend your big cooldowns. View champion guide

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

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

Read counter details

Karma Team Comp Highlights

Partner patterns extracted from the team comp guide

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

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

Yasuo Yasuo Yasuo T2
Tier
T2
Rank
#35
Win Rate
52.16%
Pick Rate
0.70%

Yasuo the Unforgiven is a mobile melee carry who turns knock-ups, dashes, and fast skirmishes into lethal all-ins. His job is to weave through the frontline, stack pressure with repeated strikes, and punish any enemy who gets lifted or caught too close.In ARAM: Mayhem, Yasuo gets more chances to fight because teams are packed into one lane and engages happen constantly. That helps his signature pattern: wait for a knock-up, dash in, burst the target, then keep moving before the enemy team can lock him down. He is exciting but risky. If he dives without a setup or burns his mobility into crowd control, he can disappear fast.Pick Yasuo when your team has reliable knock-ups or enough frontline to start fights for him. Play patiently when they do not. Let enemies waste key control tools first, then enter from an angle and clean up the fight. View champion guide

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

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

Hecarim Hecarim Hecarim T2
Tier
T2
Rank
#51
Win Rate
51.43%
Pick Rate
0.39%

Hecarim is a fast melee diver who turns movement into threat. He wants to hit from an angle, crash into the backline, and keep fighting while enemies are displaced or forced to run. His basic pattern is simple: build speed, commit hard, sweep through targets, then use the chaos to either finish a carry or pull back before the enemy team can focus him down. In ARAM: Mayhem, Hecarim gets more chances to start fights because the map is narrow and teams group constantly. That also means bad engages get punished fast. Look for moments when an enemy carry steps too far forward, your team can follow, or Snowball gives you a clean entry. If you charge in alone with no backup, Hecarim can disappear before his sustain and disruption matter. Pick Hecarim when your team needs an aggressive frontliner who can force action instead of waiting forever. He is easiest to play when you track enemy crowd control, enter from the side, and keep moving after the first hit. In Mayhem, his best games feel relentless: one good engage breaks the formation, and Hecarim runs the fight down before the enemy team can reset. View champion guide

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

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

Soraka Soraka Soraka T3
Tier
T3
Rank
#77
Win Rate
50.36%
Pick Rate
0.55%

Soraka the Starchild is a backline enchanter who wins fights by keeping allies alive longer than the enemy expects. Her core pattern is simple: stay behind your frontline, tag enemies when it is safe, silence or zone threats trying to dive, and spend your healing at the moment it denies a kill. In ARAM: Mayhem, the constant grouped fighting makes Soraka feel powerful but also very punishable. She shines when her team can protect a stable backline and take extended trades. She struggles when assassins, hard engage, or poke force her to heal too early. Play patiently, value positioning over greed, and make enemies commit badly before you spend your biggest saves. View champion guide

Priority Synergies Hecarim (High Value) Synergy Mechanism: Movement speed scaling. Hecarim gains attack damage from bonus movement speed, and Karma’s Inspire (E) gives a massive speed burst. In Mayhem, this interaction happens constantly. Combo: Mantra-E on Hecarim right before he casts Onslaught of Shadows (R). This launches him into the enemy backline at an almost unreactable speed. Follow with a Mantra-Q to slow the targets he fears. Best Scenario: Hecarim dives a clustered enemy team. Karma stays mid-range, shielding him to absorb disengage burst while he disrupts their formation. Enemy Answer: Hard crowd control like stuns or roots stops Hecarim mid-flight. Point-and-click CC ruins the engage momentum. Failure Risk: If Hecarim goes in while Karma’s Mantra is down, he has no speed lead and likely dies alone. Karma cannot shield him fast enough if he over-dives past her tether range. Recovery: Karma uses Mantra-W on herself to heal and root a frontline attacker, buying time for Hecarim to escape or for the team to collapse. Yasuo (High Value) Synergy Mechanism: Projectile setup and knock-up synergy. Karma’s Inner Flame (Q) is a projectile Yasuo can dash through, but the real link is her ability to keep him alive in melee range. Combo: Yasuo lands a knock-up on multiple enemies. Karma casts Mantra-E on Yasuo as he ults in, giving him the shield to survive the landing burst. Karma then Qs the knocked-up cluster for easy damage. Best Scenario: Fighting in the minion wave or jungle corridors where Yasuo has dash targets. Karma’s speed boost helps him close gaps to get his own knock-up. Enemy Answer: Heavy poke or disengage knocks Yasuo off his feet before he gets close. Lissandra or Veigar can trap him instantly upon arrival. Failure Risk: Yasuo gets burst down before the shield applies. In Mayhem, damage numbers are high; a shield often breaks in one spell rotation. Recovery: Karma falls back to her own frontline. She uses Mantra-Q to create a slowing zone, deterring chasers from collapsing on Yasuo’s corpse or retreat path. Varus (Medium-High Value) Synergy Mechanism: Poke amplification and chain CC. Varus wants to poke and land ults. Karma provides the speed to position and the slow to guarantee arrows. Combo: Karma lands a Mantra-Q on the frontline. The slow zone makes it easy for Varus to land a piercing Arrow. If Varus lands Chain of Corruption (R), Karma can Mantra-W the target to root them longer, extending the infection duration. Best Scenario: A siege situation where the enemy is forced to walk through a choke point. Karma and Varus create a minefield of slows and poke. Enemy Answer: Hard engage assassins like Zed or Talon ignore the poke and dive the backline. Sustain healers like Soraka can out-heal the poke if they avoid the root. Failure Risk: Both champions are squishy and lack instant escape tools. If the frontline dies, they get run down. Recovery: Karma uses Mantra-E on both herself and Varus to sprint to the tower. She turns to Mantra-Q the ground behind them to slow the pursuit. Malphite (Medium Value) Synergy Mechanism: "Wombo combo" reliability. Malphite provides the instant engage; Karma provides the follow-up damage and protection. Combo: Malphite channels Unstoppable Force (R). As he lands, Karma throws Mantra-Q into the knocked-up pile. She immediately Mantra-Es Malphite so he can chase scattered targets with his Ground Slam (E). Best Scenario: Enemy team is grouped for an objective or pushing a tower. Malphite forces them to scatter; Karma cleans up. Enemy Answer: A well-timed Zhonya’s Hourglass or Guardian Angel on the primary target negates the burst. Fast disengage abilities like Gragas R can separate Malphite from Karma’s follow-up. Failure Risk: Malphite ults a single tanky target. Karma wastes her Mantra combo on someone who won’t die, leaving her team with no cooldowns for the counter-engage. Recovery: Karma plays defensive. She uses Mantra-W on the enemy diver to root them, peeling for her backline while Malphite respawns or repositions. Leona (Medium Value) Synergy Mechanism: Pick potential and durability. Leona wants to go in; Karma makes her go in faster and stay alive longer. Combo: Leona lands Zenith Blade. Karma tethers the target with Mantra-W, rooting them for Leona to land her full rotation. Karma shields Leona to absorb tower aggro or enemy focus. Best Scenario: Catching a lone enemy overextended in lane. The chain CC (Leona Q + Karma W) locks them down for several seconds. Enemy Answer: Cleanse or QSS breaks the chain. Morgana Black Shield blocks the root entirely, wasting Karma’s Mantra. Failure Risk: Leona goes in too deep under a tower. Karma cannot shield through tower shots in Mayhem, leading to a quick execute. Recovery: Karma backs off immediately if the pick fails. She saves her Mantra for a defensive E on herself to escape the collapse. Team Functions Karma Needs

Hard Engage: Karma lacks a reliable way to start a fight against a retreating enemy. She needs a teammate like Hecarim, Malphite, or Leona to force a fight so she can use her speed and shields offensively.

Hecarim Hecarim Hecarim T2
Tier
T2
Rank
#51
Win Rate
51.43%
Pick Rate
0.39%

Hecarim is a fast melee diver who turns movement into threat. He wants to hit from an angle, crash into the backline, and keep fighting while enemies are displaced or forced to run. His basic pattern is simple: build speed, commit hard, sweep through targets, then use the chaos to either finish a carry or pull back before the enemy team can focus him down. In ARAM: Mayhem, Hecarim gets more chances to start fights because the map is narrow and teams group constantly. That also means bad engages get punished fast. Look for moments when an enemy carry steps too far forward, your team can follow, or Snowball gives you a clean entry. If you charge in alone with no backup, Hecarim can disappear before his sustain and disruption matter. Pick Hecarim when your team needs an aggressive frontliner who can force action instead of waiting forever. He is easiest to play when you track enemy crowd control, enter from the side, and keep moving after the first hit. In Mayhem, his best games feel relentless: one good engage breaks the formation, and Hecarim runs the fight down before the enemy team can reset. View champion guide

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

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

Synergy Mechanism: Movement speed scaling. Hecarim gains attack damage from bonus movement speed, and Karma’s Inspire (E) gives a massive speed burst. In Mayhem, this interaction happens constantly. Combo: Mantra-E on Hecarim right before he casts Onslaught of Shadows (R). This launches him into the enemy backline at an almost unreactable speed. Follow with a Mantra-Q to slow the targets he fears. Best Scenario: Hecarim dives a clustered enemy team. Karma stays mid-range, shielding him to absorb disengage burst while he disrupts their formation. Enemy Answer: Hard crowd control like stuns or roots stops Hecarim mid-flight. Point-and-click CC ruins the engage momentum. Failure Risk: If Hecarim goes in while Karma’s Mantra is down, he has no speed lead and likely dies alone. Karma cannot shield him fast enough if he over-dives past her tether range. Recovery: Karma uses Mantra-W on herself to heal and root a frontline attacker, buying time for Hecarim to escape or for the team to collapse.

Yasuo (High Value)

Yasuo Yasuo Yasuo T2
Tier
T2
Rank
#35
Win Rate
52.16%
Pick Rate
0.70%

Yasuo the Unforgiven is a mobile melee carry who turns knock-ups, dashes, and fast skirmishes into lethal all-ins. His job is to weave through the frontline, stack pressure with repeated strikes, and punish any enemy who gets lifted or caught too close.In ARAM: Mayhem, Yasuo gets more chances to fight because teams are packed into one lane and engages happen constantly. That helps his signature pattern: wait for a knock-up, dash in, burst the target, then keep moving before the enemy team can lock him down. He is exciting but risky. If he dives without a setup or burns his mobility into crowd control, he can disappear fast.Pick Yasuo when your team has reliable knock-ups or enough frontline to start fights for him. Play patiently when they do not. Let enemies waste key control tools first, then enter from an angle and clean up the fight. 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

Lissandra Lissandra Lissandra T4
Tier
T4
Rank
#109
Win Rate
48.19%
Pick Rate
0.48%

Lissandra the Ice Witch Lissandra is a battle-mage who controls space through crowd control and zone denial. She excels at engaging, locking down priority targets, and turning her own body into a frozen trap. In ARAM: Mayhem, she becomes a relentless initiator who can start fights on her terms almost every few seconds. Core Identity She is the queen of "jump on you and die slowly." Lissandra wants to blink into the enemy team, stun someone, and survive long enough to do it again. Her kit rewards aggression over patience. You exist to start fights, not to poke from the back. Role in Mayhem Primary Engage: Your Claw dash lets you close distance instantly. In Mayhem's chaotic environment, you can reach backliners before they react. Counter-Dive Tool: Self-cast ultimate makes you unkillable for a window while damaging everyone around you. Assassins who jump in often trade their lives for nothing. Zone Control: The slow field from your passive and abilities creates dangerous ground. Enemies either walk through it and get caught, or sidestep and lose positioning. Signature Pattern Cast Claw to start moving. Mid-flight, queue your Ring. Land, root the target, and immediately ult either them or yourself depending on who else is nearby. If you're getting collapsed on, self-ult and let your team clean up. If you caught a squishy alone, ult them and watch them die in place. What Changes in Mayhem Ability haste and reduced cooldowns transform Lissandra from a one-and-done engager into a repeatable threat. In standard ARAM, you wait for the perfect moment because your cooldowns are long. Here, you can afford to test engages. Missed Claw? It's back soon. Wasted ult? You'll have it again before the next major fight. Snowball becomes even more flexible. You can Snowball in, save Claw for repositioning, or use Claw first and keep Snowball as a backup escape. The faster pace means enemies group tighter, which makes your area-of-effect damage and crowd control more valuable. View champion guide

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

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

Synergy Mechanism: Projectile setup and knock-up synergy. Karma’s Inner Flame (Q) is a projectile Yasuo can dash through, but the real link is her ability to keep him alive in melee range. Combo: Yasuo lands a knock-up on multiple enemies. Karma casts Mantra-E on Yasuo as he ults in, giving him the shield to survive the landing burst. Karma then Qs the knocked-up cluster for easy damage. Best Scenario: Fighting in the minion wave or jungle corridors where Yasuo has dash targets. Karma’s speed boost helps him close gaps to get his own knock-up. Enemy Answer: Heavy poke or disengage knocks Yasuo off his feet before he gets close. Lissandra or Veigar can trap him instantly upon arrival. Failure Risk: Yasuo gets burst down before the shield applies. In Mayhem, damage numbers are high; a shield often breaks in one spell rotation. Recovery: Karma falls back to her own frontline. She uses Mantra-Q to create a slowing zone, deterring chasers from collapsing on Yasuo’s corpse or retreat path.

Varus (Medium-High Value)

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

Soraka Soraka Soraka T3
Tier
T3
Rank
#77
Win Rate
50.36%
Pick Rate
0.55%

Soraka the Starchild is a backline enchanter who wins fights by keeping allies alive longer than the enemy expects. Her core pattern is simple: stay behind your frontline, tag enemies when it is safe, silence or zone threats trying to dive, and spend your healing at the moment it denies a kill. In ARAM: Mayhem, the constant grouped fighting makes Soraka feel powerful but also very punishable. She shines when her team can protect a stable backline and take extended trades. She struggles when assassins, hard engage, or poke force her to heal too early. Play patiently, value positioning over greed, and make enemies commit badly before you spend your biggest saves. View champion guide

Talon Talon Talon T3
Tier
T3
Rank
#86
Win Rate
49.81%
Pick Rate
0.44%

Talon the Blade's Shadow Talon is a physical burst assassin who wants to appear from an angle, kill a fragile target fast, and leave before the enemy team can lock him down. His signature pattern is simple: look for a softened carry, enter from fog or terrain, dump damage in a short window, then use his mobility and stealth timing to escape or reposition. In ARAM: Mayhem, Talon plays more like a high-speed pick threat than a slow flanker. Fights start often, targets are usually grouped, and random power spikes can make both his burst and his risk much sharper. He is easy to understand but punishing to mistime: go in after key crowd control is used, not when the whole enemy team is still waiting to peel. View champion guide

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

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

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

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

Synergy Mechanism: Poke amplification and chain CC. Varus wants to poke and land ults. Karma provides the speed to position and the slow to guarantee arrows. Combo: Karma lands a Mantra-Q on the frontline. The slow zone makes it easy for Varus to land a piercing Arrow. If Varus lands Chain of Corruption (R), Karma can Mantra-W the target to root them longer, extending the infection duration. Best Scenario: A siege situation where the enemy is forced to walk through a choke point. Karma and Varus create a minefield of slows and poke. Enemy Answer: Hard engage assassins like Zed or Talon ignore the poke and dive the backline. Sustain healers like Soraka can out-heal the poke if they avoid the root. Failure Risk: Both champions are squishy and lack instant escape tools. If the frontline dies, they get run down. Recovery: Karma uses Mantra-E on both herself and Varus to sprint to the tower. She turns to Mantra-Q the ground behind them to slow the pursuit.

Malphite (Medium Value)

Gragas Gragas Gragas T3
Tier
T3
Rank
#96
Win Rate
49.46%
Pick Rate
0.50%

Gragas is a flexible brawler-mage who can start fights, peel divers, and punish clumped enemies with explosive displacement. His core pattern is simple: fish with barrels, threaten a body slam engage when someone steps too far forward, then use his ultimate to split the enemy team or knock a priority target into danger. In ARAM: Mayhem, Gragas gets more chances to matter because fights happen constantly and enemies are often packed into narrow space. He can build toward burst when his team needs damage, or play bulkier when he is the main frontline. The key is patience. If you throw everything at the first target you see, good players walk past you after your combo. Hold your engage until an enemy carry is trapped, a diver commits, or your team is ready to follow the knockback. View champion guide

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

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

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

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

Synergy Mechanism: "Wombo combo" reliability. Malphite provides the instant engage; Karma provides the follow-up damage and protection. Combo: Malphite channels Unstoppable Force (R). As he lands, Karma throws Mantra-Q into the knocked-up pile. She immediately Mantra-Es Malphite so he can chase scattered targets with his Ground Slam (E). Best Scenario: Enemy team is grouped for an objective or pushing a tower. Malphite forces them to scatter; Karma cleans up. Enemy Answer: A well-timed Zhonya’s Hourglass or Guardian Angel on the primary target negates the burst. Fast disengage abilities like Gragas R can separate Malphite from Karma’s follow-up. Failure Risk: Malphite ults a single tanky target. Karma wastes her Mantra combo on someone who won’t die, leaving her team with no cooldowns for the counter-engage. Recovery: Karma plays defensive. She uses Mantra-W on the enemy diver to root them, peeling for her backline while Malphite respawns or repositions.

Leona (Medium Value)

Hecarim Hecarim Hecarim T2
Tier
T2
Rank
#51
Win Rate
51.43%
Pick Rate
0.39%

Hecarim is a fast melee diver who turns movement into threat. He wants to hit from an angle, crash into the backline, and keep fighting while enemies are displaced or forced to run. His basic pattern is simple: build speed, commit hard, sweep through targets, then use the chaos to either finish a carry or pull back before the enemy team can focus him down. In ARAM: Mayhem, Hecarim gets more chances to start fights because the map is narrow and teams group constantly. That also means bad engages get punished fast. Look for moments when an enemy carry steps too far forward, your team can follow, or Snowball gives you a clean entry. If you charge in alone with no backup, Hecarim can disappear before his sustain and disruption matter. Pick Hecarim when your team needs an aggressive frontliner who can force action instead of waiting forever. He is easiest to play when you track enemy crowd control, enter from the side, and keep moving after the first hit. In Mayhem, his best games feel relentless: one good engage breaks the formation, and Hecarim runs the fight down before the enemy team can reset. View champion guide

Hecarim (High Value)

Movement speed scaling. Hecarim gains attack damage from bonus movement speed, and Karma’s Inspire (E) gives a massive speed burst. In Mayhem, this interaction happens constantly.

Karma ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role DefinitionKarma is a lane-control mage who wins by safely poking down the enemy team from max range and zoning enemies off the wave.She shifts to a battle-mage or utility anchor who stabilizes the team during chaos, using Mantra E to engage or shield divers.Stop playing passive poker; become the engine that keeps the team moving.
Mantra UsagePlayers often hoard Mantra for the perfect Q angle to maximize poke damage, treating it as a precision tool.Use Mantra on cooldown to cycle E for protection and Q for damage, as the fight tempo is too fast to wait for ideal angles.Do not hoard Mantra for perfect angles; use it constantly to create space.
PositioningShe stays at the edge of her range, kiting backward when threatened to preserve HP and avoid risky trades.She must play forward, standing close enough to shield divers immediately, as max range spacing fails against augmented engage.Play close enough to help teammates, not at max range where shields arrive too late.
Build LogicPlayers often autopilot damage builds like Luden's Echo or Liandry's Torment every game for consistent poke pressure.Adapt items to augments; prioritize utility like Moonstone Renewer if given shield boosts, rather than defaulting to pure damage.Check augments early and commit to utility or damage paths accordingly.
Snowball UsageSnowball serves mostly as a utility tool for vision checks or desperate gap-closes for a Mantra W root.Snowball becomes a tempo tool to force fights on squishy targets, creating chaos even if the engagement results in death.Use Snowball aggressively to force fights instead of saving it for emergencies.

Champion Analysis

Role / Current performance

Overview

Karma the Enlightened One operates in Hextech Mayhem as a ranged magic damage dealer and team utility provider, combining frequent poke damage with powerful shielding and movement speed buffs for her team. Her core identity centers on flexibility, requiring players to dynamically choose between offensive and supportive applications of her abilities based on each moment's needs. The tight corridors of the Hextech Mayhem map amplify her effectiveness, as her utility tools reach multiple allies and enemies in confined spaces where engagement is unavoidable. Her gameplay revolves around mastering the Mantra system, which empowers her next ability with enhanced effects. This mechanic demands constant decision-making from players, who must weigh whether the situation calls for damage, mobility, or protection. Her Q ability, Inner Flame, has an extremely short cooldown at max rank, enabling relentless poke pressure against enemy teams. When combined with Mantra, it becomes Renewed Inner Flame, an AoE burst ability that serves as her primary teamfight damage tool. This combination allows Karma to contribute meaningful damage output while still fulfilling a support role. Her W ability, Inspire, gains massive movement speed bonuses for her entire team when empowered by Mantra. This mobility tool proves exceptionally valuable in Hextech Mayhem's narrow map layout, where positioning advantages and quick rotations often determine the outcome of fights. Her E ability, Defiance, delivers powerful shields to protect key allies during critical moments. The interplay between these three empowered forms defines Karma's strategic depth, as players must continuously assess whether their team needs damage to pressure enemies, speed to engage or disengage, or shields to survive burst damage. Karma's strategic value lies in her ability to adapt her contribution based on team composition and game state. She can function as a primary poke threat when her team needs damage, or shift toward enabling teammates through speed boosts and protective shields. This versatility makes her an asset to nearly any team composition, as she fills gaps rather than demanding specific synergies. Her low-cooldown kit means she maintains consistent pressure throughout fights rather than unloading once and waiting for long cooldowns. Players who master the balance between her damage and support forms will extract the most value from Karma the Enlightened One, timing their Mantra activations to address the most pressing threats or opportunities in each encounter.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Karma the Enlightened One dominates Mayhem ARAM as a lane bully who controls waves and denies enemy healer relics, but she becomes vulnerable if she wastes Mantra at the wrong moment. Stand on the front line and spam Inner Flame to hit both the minion wave and enemy champions simultaneously. The accelerated gold gain and ability haste in Mayhem mode mean Mantra is almost always available, so use Empowered Q to create large zones of denial that force enemies to walk through slows and explosion damage if they want to farm. Spacing against engage champions like Malphite or Zac is critical. Never use the movement speed shield randomly in the early minutes. Save it for the moment you see them wind up their engagement, because getting caught without E or Flash means death. The narrow lane makes Q nearly impossible to miss when aimed at the feet. Against poke champions like Xerath or Ziggs, play off their cooldowns by ducking behind minions to block linear skillshots, then stepping out to return fire. The shield provides a sustain advantage in short trades that should be abused by shielding the damage instance and firing back. Karma enables engages better than almost anyone despite not being a primary engager. Cast Empowered E on your engage partner as they go in, giving them a massive speed burst and shield that lets them close the gap before enemies can react. Follow up with a standard Q to slow the target. If engaging personally with Snowball, mark a high-priority target but do not dash in immediately. Wait for them to use a key cooldown, then fly in and instantly cast W to tether them. With Mantra available, RW heals and roots longer, but this is risky and requires backup since Karma has no real escape tool once committed. Counter-engage and peel is where Karma shines most. When enemies dive your backline, turn and fight rather than run. W is a powerful disengage tool against single divers, stopping their momentum when cast on champions like Nocturne or Master Yi. Follow with Q to slow further. If your carry is low, use RE to speed them to safety while shielding burst damage. The short cooldowns in Mayhem often allow two Mantra abilities in a single extended fight. When enemies group to dive, look for RQ detonation on multiple targets to create chaos and chunk health bars, forcing retreats. Target priority is straightforward: hit the closest threat and wear people down rather than trying to burst like an assassin. Save W for the person trying to kill your ADC. When losing a fight, switch to full support mode by spamming E on allies to help them escape and using RE to speed the whole team out. A Karma who saves three teammates from a wipe is more valuable than one who chases a kill and dies. Control health relics by using Q to check bushes or zone enemies off spawn points. When pushed under tower, clear waves quickly with RQ and poke enemies who overextend. If enemies dive you under tower, RW yourself to survive long enough for the tower to secure kills. Mantra management is essential: do not hold it for the perfect moment too long, as the cooldown is low enough that using it on cooldown is often correct. Use RQ for damage and wave clear, RE for team speed-ups or disengage, and RW for sustain in close-range duels. When behind, become a safety net by maximizing utility, staying behind tanks, and stalling until carries scale up.

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Playstyle Guide

Playstyle / Team structure

Play guide

Karma the Enlightened One operates as a versatile pivot point throughout ARAM: Mayhem, shifting her playstyle based on game state, augment choices, and team composition. In the early game, she establishes lane presence by positioning near her tower line with enough spacing to land Inner Flame safely. Mantra should be used on Q immediately when catching two or more enemies in the explosion zone, forcing them to either take damage or surrender ground. She should avoid fishing for W roots at maximum range due to the cast time vulnerability, instead reserving E for disengage or speeding up allies who get hit by Snowballs. Her Snowball usage remains defensive first, using E to escape sideways when targeted. Pushing waves hard with empowered Q creates early pressure and health advantages, crashing waves into the enemy tower. If falling behind, she switches to shielding focused play, using Mantra Q only for wave clearance rather than damage. During mid game, Karma repositions to the middle of her team formation, serving as a pivot between frontline and backline. The rhythm shifts to constant harassment, and she should not hold Mantra for perfect moments. Using it on Q to force recalls or on E to save teammates from dives both constitute wins. Her primary kill pressure comes from fly-by rooting: landing Snowball on a squishy target, flying in, instantly casting W, then using Mantra E to escape while the root holds the enemy for follow-up damage. Augment choices determine her priority, with damage augments pushing her toward burst mage gameplay and shielding augments making her a support anchor. When ahead, she forces fights around health relics and speeds her frontline with RE. When behind, she camps her tower, clearing waves with RQ and using RE for disengage during dives. Late game demands strict positioning in the middle of her formation, close enough to W enemy divers and E targeted allies but never face-checking brush. One death typically costs the game. Her trading rhythm slows as she seeks engage turns rather than chip damage. When fights start, Mantra E on multiple allies becomes the priority, providing speed burst and shield layers for kiting or chasing. Mantra Q serves for clumped enemies or peeling with the slow, while Mantra W becomes a niche tool against diving bruisers to root them and heal while buying time. Snowball transforms into strictly a repositioning or finishing tool, never an engage option into full enemy teams. When ahead, she groups as five to siege with RE pushes and RQ zoning without diving. When behind, she stalls by clearing waves safely with RQ, shielding poked allies, and waiting for enemy positioning errors to punish with speed-boosted team collapses.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Karma the Enlightened One excels when she can leverage early advantages to control zones and punish enemy overcommits, but she struggles significantly when forced into a defensive posture without the resources to contest objectives. Her core strength lies in the versatility of her Mantra-enhanced abilities, which allow her to adapt between poke, sustain, and disengage depending on the game state. When ahead, Karma transitions from a poker to a zone controller who can freeze waves, wear down frontlines, and create death traps for enemies who try to engage. Her Mantra-E provides speed bursts that turn enemy engages into failed attempts, while Mantra-W offers sustain advantages through healing that opponents cannot match. The ahead state triggers when Karma has enough ability power to clear the back wave with a single Inner Flame, or when her team holds a two to three kill advantage before the first major item spike. In this state, she should freeze waves just outside the enemy tower rather than mindlessly shoving, using non-Mantra Qs to chip away at the frontline while holding Mantra for defensive or reactive plays. Augments that add damage or cooldown reduction to her ultimate allow her to spam Mantra-Q for wave control, while shielding or movement speed augments enable aggressive forward positioning to land point-blank abilities. The primary risk when ahead is overconfidence: face-checking bushes without vision or chasing kills across the map can lead to death, and losing Karma costs the team her disengage tools, often resulting in an ace. When behind, Karma's role shifts entirely from damage dealer to reset enabler and disengage specialist. The behind state triggers when losing the first tower or falling behind by four or more kills, at which point her Q damage becomes negligible and trading poke for poke becomes a losing proposition. Her priority becomes wave clearance and keeping the enemy from free sieging. Mantra-Q should be reserved solely for killing caster minions to prevent waves from crashing into her tower, while non-Mantra abilities serve as self-peel against assassins and divers. Mantra-W becomes a critical survival tool, providing roots that buy time and heals that sustain through burst damage. Augments can salvage losing games when Karma adapts her positioning and playstyle. Defensive or crowd control augments encourage a bodyguard role near carries, while healing augments on shields prioritize keeping low-health allies in the fight longer. The key to recovery lies in avoiding unrecoverable fights: contesting objectives the team cannot win leads to death without stopping the enemy. Instead, clearing waves and forcing the enemy to choose between objectives and lane pressure creates stalemates that offer opportunities to get back into the game. Karma's best tool for punishing overconfidence is the Mantra-W turn-around, where diving enemies underestimate her heal and fall to tower damage plus sustained healing, swinging gold back in her team's favor.

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Champion Background

Lore / Identity / Text block

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Karma defines the mid-range poke and disengage lane in Mayhem, cycling empowered abilities faster than most mages can cast once and turning narrow corridors into death zones. Her kit lacks a true ultimate on a long cooldown. Instead, every basic spell can become a mini-ultimate through her Mantra charge, creating a rhythm different from typical control mages. The core gameplay revolves around constantly deciding which spell to empower rather than saving one big play for later, then repeating the decision six seconds afterward. Her passive, Gathering Fire, serves as the engine of her kit. Karma reduces Mantra's cooldown whenever she damages an enemy champion with an ability, and basic attacks contribute smaller reductions. In Mayhem's chaotic, constant fighting, Karma should have Mantra available for almost every meaningful trade. She is not resource-gated but hit-rate gated. Multi-target spells like RQ give more total reduction than single-target W, and hitting a full RQ on a clumped enemy team can shave several seconds off Mantra instantly. This enables a combo loop: land poke, Mantra returns, empower the next spell. Weaving auto-attacks between spells whenever safe pushes the cooldown even lower. In extended brawls, Karma becomes a spell factory, generating multiple Mantra uses in a single fight as long as she stays alive and keeps dealing damage. Survival functions as her cooldown mechanic. Opponents can deny the passive by dodging spells or bursting her down before a second cycle. Assassins who force defensive Mantra use break her rhythm because RE gives fewer hits for cooldown reduction than RQ. If spells miss, Mantra stalls, leaving Karma as a mediocre mage with short-range poke until she cycles back. Q serves as her primary damage and zoning tool with a low cooldown that should be fired constantly. The explosion radius hits enemies hiding behind minions. RQ transforms it into a massive area nuke with a secondary explosion, making it her primary teamfight burst. Minion blocks are the main counter, and missing Q costs the trade, the slow, the damage, and the Mantra reduction. W provides a point-click answer to divers, reliable against dashes and gap-closers with a heal on completion that makes it strong for sustain in extended fights. RW turns Karma into a duelist who can out-sustain bruisers. Breaking the tether is the counter, and using W on fleeing targets often forces overextension. E functions as utility peel and engage assist, with the speed burst helping teammates land skillshots or escape dives. RE creates a massive AoE shield and speed boost for the whole team, acting as the ultimate engage or disengage tool. Using RE too early allows enemies to disengage and wait for the shield to expire before re-engaging when Karma has no answer. Mantra functions as a state switch used constantly, with the decision being not if but which spell to empower: RQ for damage, RW for sustain and dueling, or RE for team utility. The only true waste is hesitation, as holding Mantra while teammates die is worse than using the wrong empowerment.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Karma is one of the easiest enchanters to pick up in Mayhem, but also one of the easiest to waste. The mode's reduced cooldowns and increased healing make her Mantra cycles incredibly fast, which tempts players into spamming without thinking. Most losses on Karma come from holding Mantra too long, using the wrong empowered ability, or playing so far back that your team fights 4v5. If you are not dictating the pace of the lane with R-Q poke and R-E engages, you are just a weaker version of a pure healer. Mechanical mistakes often begin with empowering Inner Flame (R-Q) when enemies are already on top of you. The ability explodes at max range or misses point-blank because the projectile travel time works against you, burning Mantra for zero damage and zero zoning. The correct action is saving Mantra for Inspire (R-E) when you get engaged on, as the massive speed burst and shield let your entire team disengage or reposition. Another common error is breaking the Focused Resolve (W) tether early by moving out of range, which loses the root, the heal, and the Mantra reset if you were using R-W. In Mayhem, defensive stats are often high enough to tank a few hits while the root finishes, so trusting the tether is essential. Using Mantra solely to last-hit minions removes your pressure and surrenders map control. R-Q should be saved for champion harassment, letting melee allies or basic abilities handle the wave. Shielding only yourself when a teammate is diving leaves your frontline to die before landing their combo. R-E gives the diver a shield, speed, and burst damage on contact, making it the superior choice for enabling engages. Decision mistakes include hoarding Mantra for the perfect play, which often results in ending fights with full charges. In Mayhem, cooldowns are short enough that the goal is cycling abilities, not saving them for a crisis that might not happen. Playing at max-range like a traditional mage removes half your kit from the fight, as W range is shorter than Q. Karma must stay at mid-range, close enough to tether an ally or enemy but far enough to dodge skillshots. Prioritizing R-W over R-E in team fights is a selfish choice that offers zero utility to the team, while R-E provides AoE speed, a massive shield, and burst damage. Ignoring the enemy Snowball threat makes Karma a prime target for instant death, as she is squishy with predictable disengage. Tracking Snowballs and saving E or R-E allows you to shield the target or yourself the moment they launch. Building pure damage while ignoring support items results in a mediocre mage with no burst, as Karma's ratios do not scale hard enough to one-shot people in Mayhem. Her utility scales incredibly well with ability haste and heal/shield power, making cooldown reduction and support-oriented items the correct path. The core of Karma in Mayhem is rhythm. You are looking to overwhelm the enemy with constant, empowered cycles rather than one massive play. The only true mistake is hesitation, as Karma covers her own errors better than almost any other enchanter when you press buttons with intent.

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FAQ

Karma

FAQ

What makes Karma strong in ARAM: Mayhem? She thrives on constant poke and team protection. Mantra lets her adapt on the fly, turning a simple heal into a massive AoE speed boost or a thin shield into a team-wide barrier. In Mayhem's chaotic teamfights, her low cooldowns mean she's always casting something useful. How should I use Mantra effectively? Don't sit on both charges forever, but don't waste them on minions. Use Mantra Q for damage and waveclear when enemies group up. Save Mantra E for when your team engages or gets engaged on, since the speed burst and shield can turn a bad fight around. Is Mantra Q or Mantra E better for fights? It depends on your team comp and the game state. Mantra Q wins poke battles and chunks squishies who stand in the detonation. Mantra E wins all-ins and disengages, giving your whole team a shield plus a speed boost that makes kiting easy.

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