ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T3 Rank #71

Taric ARAM Mayhem Build & Best Augments

Taric role and playstyle: baseline role is fighter support, with a core identity built around teamfight utility and damage output. The kit should be evaluated around its main cooldowns and teamfight pattern. Hextech augment reliance: 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: Medium execution: success depends on consistent ability timing, positioning, and target choice. 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.

Taric Taric the Shield of Valoran Fighter / Tank / Mage
TierT3
Rank#71
Win Rate50.66%
Pick Rate0.25%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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 Rate50.32%
Pick Rate10.05%
#2
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate55.23%
Pick Rate6.34%
#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%.

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.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate52.56%
Pick Rate5.73%

Situational itemstop 12

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.

54.01%
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%.

52.55%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

53.50%
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%.

53.51%
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.

51.78%
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.

54.69%
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%.

53.49%
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).

52.21%
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%.

55.93%
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.

54.35%
Locket of the Iron Solari Locket of the Iron Solari Locket of the Iron Solari
Total Price
2,200
Price
700

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

52.77%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Total Price
3,200
Price
650

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

51.32%

Starting items

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

+350 Health

54.19%
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.

54.19%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

53.58%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

53.58%
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.

53.58%
Guardian's Horn Guardian's Horn Guardian's Horn
Total Price
950
Price
950

+150 Health Recovery: Restores +20 Health every 5 seconds.Undaunted: Blocks 15 damage from attacks and spells from champions (25% effectiveness vs. damage over time abilities).

53.55%
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.

53.55%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
59.00%
Pick Rate
4.76%
Games
361

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

View augment details
GoldT159.00%4.76%361
Quest: Icathia's Fall Quest: Icathia's Fall Quest: Icathia's Fall Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
58.53%
Pick Rate
4.48%
Games
340

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

View augment details
PrismaticT158.53%4.48%340
Windspeaker's Blessing Windspeaker's Blessing Windspeaker's Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.56%
Pick Rate
4.99%
Games
378

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

View augment details
PrismaticT155.56%4.99%378
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
55.28%
Pick Rate
6.99%
Games
530

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

View augment details
SilverT155.28%6.99%530
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
55.17%
Pick Rate
7.15%
Games
542

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

View augment details
PrismaticT155.17%7.15%542
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
55.11%
Pick Rate
5.29%
Games
401

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
SilverT155.11%5.29%401
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.37%
Pick Rate
5.09%
Games
386

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.

View augment details
PrismaticT153.37%5.09%386
Sonata Sonata Sonata Gold
Rarity
Gold
Tier
T3
Win Rate
53.18%
Pick Rate
12.25%
Games
929

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
GoldT153.18%12.25%929
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
53.14%
Pick Rate
4.62%
Games
350

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
SilverT153.14%4.62%350
Sonic Boom Sonic Boom Sonic Boom Silver
Rarity
Silver
Tier
T4
Win Rate
52.87%
Pick Rate
8.03%
Games
609

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

View augment details
SilverT152.87%8.03%609
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
52.39%
Pick Rate
5.79%
Games
439

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

View augment details
SilverT152.39%5.79%439
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
51.97%
Pick Rate
10.05%
Games
762

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

View augment details
GoldT151.97%10.05%762
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
51.95%
Pick Rate
17.29%
Games
1,311

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
GoldT151.95%17.29%1,311
First-Aid Kit First-Aid Kit First-Aid Kit Silver
Rarity
Silver
Tier
T3
Win Rate
50.89%
Pick Rate
14.82%
Games
1,124

Grants 20% heal and shield power .

View augment details
SilverT150.89%14.82%1,124
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
50.82%
Pick Rate
12.09%
Games
917

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

View augment details
GoldT150.82%12.09%917
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
50.72%
Pick Rate
6.42%
Games
487

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
GoldT150.72%6.42%487
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
50.51%
Pick Rate
6.42%
Games
487

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

View augment details
PrismaticT150.51%6.42%487
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
50.00%
Pick Rate
10.60%
Games
804

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
SilverT150.00%10.60%804
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
49.56%
Pick Rate
14.88%
Games
1,128

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

View augment details
GoldT149.56%14.88%1,128
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
49.09%
Pick Rate
5.80%
Games
440

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT149.09%5.80%440
Holy Fire Holy Fire Holy Fire Gold
Rarity
Gold
Tier
T4
Win Rate
49.06%
Pick Rate
12.66%
Games
960

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
GoldT149.06%12.66%960
All For You All For You All For You Gold
Rarity
Gold
Tier
T4
Win Rate
48.86%
Pick Rate
13.87%
Games
1,052

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

View augment details
GoldT148.86%13.87%1,052
Circle of Death Circle of Death Circle of Death Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.83%
Pick Rate
5.08%
Games
385

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
PrismaticT148.83%5.08%385
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
48.66%
Pick Rate
4.44%
Games
337

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
GoldT148.66%4.44%337
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
48.59%
Pick Rate
15.39%
Games
1,167

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
GoldT148.59%15.39%1,167
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.55%
Pick Rate
4.54%
Games
344

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

View augment details
PrismaticT148.55%4.54%344
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
47.61%
Pick Rate
9.36%
Games
710

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

View augment details
GoldT147.61%9.36%710
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
47.25%
Pick Rate
11.53%
Games
874

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
GoldT147.25%11.53%874
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
46.05%
Pick Rate
4.01%
Games
304

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
PrismaticT146.05%4.01%304
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
61.29%
Pick Rate
1.23%
Games
93

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

View augment details
SilverT261.29%1.23%93
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
60.14%
Pick Rate
1.82%
Games
138

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
GoldT260.14%1.82%138
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
58.70%
Pick Rate
1.21%
Games
92

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
GoldT258.70%1.21%92
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
57.14%
Pick Rate
1.20%
Games
91

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
GoldT257.14%1.20%91
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
56.82%
Pick Rate
1.16%
Games
88

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
PrismaticT256.82%1.16%88
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
56.70%
Pick Rate
1.28%
Games
97

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

View augment details
PrismaticT256.70%1.28%97
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
56.52%
Pick Rate
2.43%
Games
184

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
GoldT256.52%2.43%184
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
55.14%
Pick Rate
2.44%
Games
185

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT255.14%2.44%185
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
54.55%
Pick Rate
1.45%
Games
110

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
PrismaticT254.55%1.45%110
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
54.46%
Pick Rate
1.33%
Games
101

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

View augment details
GoldT254.46%1.33%101
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
54.20%
Pick Rate
1.73%
Games
131

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

View augment details
GoldT254.20%1.73%131
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
53.66%
Pick Rate
1.62%
Games
123

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
GoldT253.66%1.62%123
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
53.49%
Pick Rate
2.84%
Games
215

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

View augment details
SilverT253.49%2.84%215
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
53.41%
Pick Rate
2.32%
Games
176

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

View augment details
SilverT253.41%2.32%176
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.21%
Pick Rate
2.06%
Games
156

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
PrismaticT253.21%2.06%156
Upgrade Thornmail Upgrade Thornmail Upgrade Thornmail Silver
Rarity
Silver
Tier
T3
Win Rate
53.07%
Pick Rate
3.65%
Games
277

Upgrades Bramble Vest and Thornmail , empowering Thorns to generate a protective shell around you. The shell is broken by the next enemy champion to use a basic attack on-hit against you, which causes them to take 50 – 250 (based on level) (+ 30% armor) (+ 30% magic resistance) (+ 12% maximum health) magic damage . Shell regenerates after 20 – 5 (based on level) seconds of being out-of-combat with enemy champions.

View augment details
SilverT253.07%3.65%277
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
52.78%
Pick Rate
1.42%
Games
108

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

View augment details
SilverT252.78%1.42%108
Empyrean Promise Empyrean Promise Empyrean Promise Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
52.14%
Pick Rate
3.09%
Games
234

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
PrismaticT252.14%3.09%234
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
52.00%
Pick Rate
1.98%
Games
150

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

View augment details
GoldT252.00%1.98%150
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
51.67%
Pick Rate
1.58%
Games
120

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
SilverT251.67%1.58%120
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
51.40%
Pick Rate
1.41%
Games
107

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
GoldT251.40%1.41%107
Crack Open That Egg Crack Open That Egg Crack Open That Egg Silver
Rarity
Silver
Tier
T5
Win Rate
50.99%
Pick Rate
2.66%
Games
202

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
SilverT250.99%2.66%202
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
50.31%
Pick Rate
2.10%
Games
159

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

View augment details
SilverT250.31%2.10%159
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
50.18%
Pick Rate
3.71%
Games
281

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
SilverT250.18%3.71%281
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
50.00%
Pick Rate
1.50%
Games
114

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
SilverT250.00%1.50%114
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.69%
Pick Rate
2.15%
Games
163

Automatically cast a modified version of Rakan's The Quickness , empowering you to break into a captivating sprint for 6 seconds. While empowered, you gain ghosting and 50% bonus movement speed , and enemies you collide with are knocked down and become charmed for 1. 5 seconds (25 second cooldown). A sparkly tiara will descend upon you 2. 5 seconds before the effect activates.

View augment details
PrismaticT249.69%2.15%163
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
49.50%
Pick Rate
1.33%
Games
101

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

View augment details
GoldT249.50%1.33%101
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.49%
Pick Rate
1.31%
Games
99

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
PrismaticT249.49%1.31%99
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
49.21%
Pick Rate
1.66%
Games
126

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

View augment details
PrismaticT249.21%1.66%126
I'm a Baby Kitty Where is Mama I'm a Baby Kitty Where is Mama I'm a Baby Kitty Where is Mama Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
48.79%
Pick Rate
2.73%
Games
207

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
PrismaticT248.79%2.73%207
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
48.00%
Pick Rate
2.97%
Games
225

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

View augment details
SilverT248.00%2.97%225
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
47.22%
Pick Rate
1.42%
Games
108

Grants 60 ability haste .

View augment details
GoldT247.22%1.42%108
Upgrade Mikaels Blessing Upgrade Mikaels Blessing Upgrade Mikaels Blessing Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.58%
Pick Rate
1.93%
Games
146

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

View augment details
PrismaticT246.58%1.93%146
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
46.57%
Pick Rate
2.69%
Games
204

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

View augment details
GoldT246.57%2.69%204
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.51%
Pick Rate
2.27%
Games
172

Basic attacks on-hit deal ( 20 – 40 / 10 – 20) (based on level) (+ ( 25% / 20%) bonus armor) bonus true damage . Additionally, gain 50% bonus attack speed .

View augment details
PrismaticT246.51%2.27%172
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.39%
Pick Rate
2.19%
Games
166

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
PrismaticT246.39%2.19%166
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
46.24%
Pick Rate
2.28%
Games
173

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

View augment details
GoldT246.24%2.28%173
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
45.95%
Pick Rate
1.46%
Games
111

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
GoldT245.95%1.46%111
Empowered By The Faithful Empowered By The Faithful Empowered By The Faithful Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.83%
Pick Rate
3.48%
Games
264

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
PrismaticT245.83%3.48%264
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
45.16%
Pick Rate
1.23%
Games
93

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
PrismaticT245.16%1.23%93
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
45.00%
Pick Rate
1.58%
Games
120

Gain 2 Stat Anvils .

View augment details
SilverT245.00%1.58%120
Master of Duality Master of Duality Master of Duality Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.96%
Pick Rate
1.70%
Games
129

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

View augment details
PrismaticT244.96%1.70%129
Mighty Shield Mighty Shield Mighty Shield Silver
Rarity
Silver
Tier
T5
Win Rate
42.86%
Pick Rate
1.75%
Games
133

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

View augment details
SilverT242.86%1.75%133
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
42.86%
Pick Rate
1.57%
Games
119

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
GoldT242.86%1.57%119
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
59.30%
Pick Rate
1.13%
Games
86

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

View augment details
GoldT359.30%1.13%86
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
57.58%
Pick Rate
0.87%
Games
66

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

View augment details
PrismaticT357.58%0.87%66
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
55.74%
Pick Rate
0.80%
Games
61

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
PrismaticT355.74%0.80%61
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
55.17%
Pick Rate
0.76%
Games
58

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT355.17%0.76%58
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
53.16%
Pick Rate
1.04%
Games
79

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
GoldT353.16%1.04%79
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
52.63%
Pick Rate
0.75%
Games
57

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT352.63%0.75%57
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
51.19%
Pick Rate
1.11%
Games
84

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

View augment details
GoldT351.19%1.11%84
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
49.41%
Pick Rate
1.12%
Games
85

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
SilverT349.41%1.12%85
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
49.12%
Pick Rate
0.75%
Games
57

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
GoldT349.12%0.75%57
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
47.14%
Pick Rate
0.92%
Games
70

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

View augment details
SilverT347.14%0.92%70
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
45.90%
Pick Rate
0.80%
Games
61

Gain 1750 upon acquiring this augment.

View augment details
GoldT345.90%0.80%61
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
45.83%
Pick Rate
0.95%
Games
72

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
SilverT345.83%0.95%72
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
44.16%
Pick Rate
1.02%
Games
77

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

View augment details
GoldT344.16%1.02%77
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.84%
Pick Rate
0.96%
Games
73

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

View augment details
PrismaticT343.84%0.96%73
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
43.53%
Pick Rate
1.12%
Games
85

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

View augment details
PrismaticT343.53%1.12%85
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
43.14%
Pick Rate
0.67%
Games
51

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
SilverT343.14%0.67%51
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
42.19%
Pick Rate
0.84%
Games
64

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
PrismaticT342.19%0.84%64
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
38.33%
Pick Rate
0.79%
Games
60

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT338.33%0.79%60

Taric Skill Combos

Extracted from the skill order guide

Skill Order
REQW

R > E > Q > W is the default order.

REQW

Normal skill order: E max first, Q max second, W max last; take R whenever available.

Taric Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Taric counters these champions in ARAM: Mayhem.

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

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

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

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

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

Diana Diana Diana T3
Tier
T3
Rank
#92
Win Rate
49.64%
Pick Rate
0.38%

Diana is an AP dive assassin-bruiser who wants to mark a target, dash in, and turn the fight with a close-range burst combo. She is best when she can enter after enemies have spent key crowd control, then pull multiple champions together and finish with her team’s damage. In ARAM: Mayhem, Diana’s job becomes more explosive but also riskier. The constant fighting gives her more chances to find multi-target engages, while augments can push her toward harder burst, stronger follow-up, or more durable brawling. She still has the same core rule: do not be the first champion to disappear into five enemies unless your team can instantly follow. Pick Diana when your team needs a decisive AP engager who can punish grouped enemies. Play around flanks, Snowball angles, and cooldown tracking. If the enemy keeps disengage or hard CC ready, wait it out, poke with your setup, then commit when their punish window is gone. 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

Read counter details

Countered By

5

Taric is countered by these champions in ARAM: Mayhem.

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

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

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

Xerath Xerath Xerath T2
Tier
T2
Rank
#61
Win Rate
50.90%
Pick Rate
0.96%

Xerath is a long-range artillery mage who wins fights before they fully start. His job is to sit outside the main brawl, charge up poke, punish grouped enemies, and finish low-health targets when they try to retreat. He is strongest when your team can hold space for him; he is weakest when mobile bruisers or assassins get a clean angle onto him. His signature pattern is simple: keep distance, soften targets with repeated spell hits, then look for a stun or follow-up damage when someone is forced to walk in a straight line. In ARAM: Mayhem, the pace is less forgiving. Augments, extra engage tools, and constant fighting make positioning harder, but they also give Xerath more crowded targets to hit. Play him patiently, punish enemies during their approach, and save your defensive tools for the champion who can actually reach you. View champion guide

Vel'Koz Vel'Koz Vel'Koz T2
Tier
T2
Rank
#58
Win Rate
51.29%
Pick Rate
0.83%

Vel'Koz is a long-range artillery mage who wins fights by poking from safety, lining up crowd control, and turning a caught target into a clean laser finish. He is best when he can stand behind a frontline, angle skillshots through the lane, and punish enemies who walk in straight lines or burn mobility too early. His signature pattern is simple: soften targets with repeated poke, use knock-up or slow pressure to hold them in place, then commit his ultimate when the enemy team cannot easily interrupt, dodge, or dive him. If Vel'Koz fires first without setup, mobile champions can rush him down. In ARAM: Mayhem, the faster pace makes positioning even more important. Extra chaos creates more clustered targets for his skillshots, but it also gives divers more chances to reach him. Play patient, use terrain and allies as cover, and save your big damage for moments where the enemy is already controlled or forced into a narrow path. View champion guide

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

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

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Taric Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Taric Taric Taric T3
Tier
T3
Rank
#71
Win Rate
50.66%
Pick Rate
0.25%

Taric is a frontline enchanter-tank who turns close fights into winning fights. He protects an ally, heals through extended brawls, and threatens stuns by lining up his engage through both himself and his linked partner. His signature pattern is simple: stay near the teammate who wants to fight, walk forward with them, and punish enemies who commit too hard. In ARAM: Mayhem, the constant teamfighting makes Taric more active than usual, but also less forgiving. If your team stacks around you and fights in your zone, you can make dives feel impossible to finish. If you fall behind the play or get kited before your stun connects, Taric can look slow and empty. View champion guide

Team functions Taric needs most

Reliable engage delivery: Taric’s strongest spells punish enemies who are already committed. Pair him with champions that can dash, dive, or force a clump so his stun and ultimate matter.

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

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

Master Yi

Master Yi loves any champion that lets him stay alive through the first burst while he keeps attacking. Taric gives him protection, healing support, and a linked stun angle from a champion who can enter the backline quickly.

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

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

Samira

Samira wants a chaotic close-range fight where enemies are already controlled and panicking. Taric supplies frontline presence, a stun threat from two positions, and a protection window that lets Samira finish her spin instead of instantly getting blown up.

Diana Diana Diana T3
Tier
T3
Rank
#92
Win Rate
49.64%
Pick Rate
0.38%

Diana is an AP dive assassin-bruiser who wants to mark a target, dash in, and turn the fight with a close-range burst combo. She is best when she can enter after enemies have spent key crowd control, then pull multiple champions together and finish with her team’s damage. In ARAM: Mayhem, Diana’s job becomes more explosive but also riskier. The constant fighting gives her more chances to find multi-target engages, while augments can push her toward harder burst, stronger follow-up, or more durable brawling. She still has the same core rule: do not be the first champion to disappear into five enemies unless your team can instantly follow. Pick Diana when your team needs a decisive AP engager who can punish grouped enemies. Play around flanks, Snowball angles, and cooldown tracking. If the enemy keeps disengage or hard CC ready, wait it out, poke with your setup, then commit when their punish window is gone. View champion guide

Diana

Diana gives Taric what he often lacks: a clean way to force multiple enemies into one area. Taric gives Diana the durability to survive after she pulls attention onto herself.

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

Yasuo

Yasuo benefits from extended melee fights, protection while he commits, and enemies being forced to dodge predictable lines. Taric’s linked stun can come from Yasuo’s forward position, and Yasuo’s wind wall can buy Taric time to walk into range.

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

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

Kog’Maw

Kog’Maw gives Taric the sustained damage he needs in front-to-back fights. Taric gives Kog’Maw a bodyguard, healing support, a stun threat against divers, and a powerful answer when enemies commit everything to reach him.

Taric ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Fight IdentityTaric is mainly a defensive enchanter-tank who protects carries, punishes melee champions that walk too far forward, and wins extended fights through repeated healing.Taric becomes a tempo stabilizer who makes chaotic engages playable by creating a safe pocket for his team to fight inside during high-mobility brawls.Shift from reactive protection to proactively shaping where your team is allowed to stand.
Ultimate TimingTaric can sometimes use Cosmic Radiance reactively into obvious all-ins, waiting to see the enemy commit before responding with his protection.The best casts are usually earlier, pressed when the fight is becoming unavoidable rather than when allies are already at the edge of death.Cast Cosmic Radiance before the enemy burst decides the fight, not after health bars vanish.
Bastion LinkingThe default link is often your main carry, allowing Taric to attach Bastion and wait for the enemy to overcommit before engaging.The correct link changes more often; link the ally about to force contact or receive the enemy engage, such as a Snowball assassin or hunted backline.Constantly re-evaluate which ally is creating or receiving pressure right now.
Dazzle UsageDazzle is often saved for predictable melee approaches, allowing Taric to walk up and cycle spells with more setup time.Use Dazzle to cut off movement paths, aiming where enemies must travel after Snowball or dash, because a missed stun creates a bigger punish window.Predict enemy movement paths after engage tools rather than aiming where they stand.
Teamfight SpacingTaric can sit between frontline and backline, linking a key ally and reacting to enemy engages from a comfortable position.Stand close enough that your linked spell angle matters, acting as the center of a small fighting zone, since allies outside that zone may not benefit in time.Compress the team around you; isolated allies cannot receive your protection in time.

Champion Analysis

Role / Current performance

Overview

Taric the Shield of Valoran serves as a protective support and tank in ARAM: Mayhem, defined by his ability to shield, heal, and grant invulnerability to his team. His primary strategic value lies in his ultimate, Radiance, which grants invulnerability to all nearby allies including himself. This ability stands as the strongest save tool in ARAM, capable of negating enemy burst damage such as Xerath or Annie ultimates and potentially saving the entire team at critical moments. However, Radiance has a 2.5-second channel time, requiring players to predict incoming damage and cast early rather than reactively. Starlight's Touch functions as Taric's primary healing tool, keeping the team healthy during lulls in combat. The healing scales with armor, meaning Taric's healing output increases as he builds armor items. Bastion grants bonus armor to a tethered ally, reinforcing his protective identity. Dazzle stuns enemies in a line and serves as a peel tool, stopping diving assassins from reaching backline carries. Taric's strengths include his game-changing invulnerability ultimate, reliable healing, practical crowd control, and strong base tankiness. His weaknesses require careful consideration. The prediction requirement on Radiance means mistimed casts can waste the ability entirely. He lacks mobility, making him vulnerable to kiting and positioning mistakes. His damage output is low, meaning he relies heavily on teammates to provide kill pressure. Against sustained poke compositions, his healing may struggle to keep pace with incoming damage. Team coordination is essential, as Taric's protective abilities require allies to remain nearby and play around his cooldowns. In practical terms, Taric excels when teams group tightly and engage around his ultimate timing. He struggles when teammates spread too far for Bastion tethers or when enemies maintain sustained poke pressure rather than committing to burst windows. His protective kit makes him particularly valuable against teams relying on telegraphed burst damage, where a well-timed Radiance can completely negate enemy win conditions.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Taric wins messy fights when he is early, not when he is late. In ARAM: Mayhem, treat him as a front-line stabilizer who turns enemy engages into bad trades. Position where your linked ally can threaten a stun, where your heals and shields reach the people being hit, and where your ultimate can cover the part of the fight that actually decides the kill. Start fights from a linked ally, not from your own feet. If your carry, diver, or Snowball user can step up safely, link them before the fight and angle the stun through their position. This makes the enemy dodge two bodies instead of one, which is much harder in the narrow lane. Do not open with a slow, obvious walk-up unless the enemy has already used key poke or crowd control. Use minion waves as your approach timer. When your wave crashes, enemy skillshots get blocked and their backline has less room to kite. Follow your best initiator, not your loudest teammate. If a bruiser or assassin lands Snowball and has enough health to survive the first burst, link them and prepare your protection. Your best fights often start after the enemy commits. When a diver lands on your carry, step toward the carry, not toward the enemy backline. Link, stun through the diver's path, and force them to either retreat through your control or keep hitting into your sustain. Hold the delayed team protection for the real burst window. Casting it too early lets the enemy back away and re-enter after it ends. Casting it too late means your carry dies before it matters. Use it when the enemy has already committed bodies, dashes, or ultimates and cannot freely disengage. Do not chase the first target if your backline is still exposed. When a fight is lost, peel backward in layers. Stun the closest chaser, shield the ally most likely to be hit next, and walk toward your side of the lane instead of turning for a low-chance kill. Taric saves games by getting two people out, not by dying for one more auto. Do not retreat in a straight clump. Back up in a shallow spread: carry behind you, second frontliner near the side, low-health allies outside obvious splash zones. Stand slightly off-center when threatening a stun. From an angle, your linked stun path cuts across their retreat line and makes them walk into your team's damage or give up space. Against area-control teams, keep one step between allies. Group for the moment you need the shield, heal, stun, or ultimate coverage, then spread again once the burst passes. Snowball is best as a confirmation tool, not a panic button. Throw it when the enemy carry has limited sidestep space, when minions are cleared, or when your ally has already started a fight. If you land Snowball, wait before taking it unless the fight is ready. Check three things: your linked ally can follow, your team is in range to damage, and the enemy cannot instantly isolate you. When ahead, push with the wave and threaten angles, not blind dives. When neutral, let poke teams show their hand first. When behind, stop forcing long chases. Protect waveclear, punish divers, and take short fights where the enemy has to walk into your stun path to reach your carries. Taric is strongest when the enemy has to fight inside your team's formation. Keep your link useful, save your biggest protection for committed damage, and make every engage pass through a stun or a heal-backed frontline.

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Playstyle Guide

Playstyle / Team structure

Play guide

Taric wins Mayhem games by making one good fight impossible for the enemy to finish. He should not play like a pure engage tank that sprints in alone. Instead, Taric the Shield of Valoran stands close enough to his carry or bruiser so that his link, heal pattern, and stun threat matter, then punishes enemies who step too far forward. The best fights start when the enemy has already spent poke, dash tools, or crowd control into his frontline. Walking in first with no follow-up results in getting kited, while walking in second and keeping the team connected makes the fight very hard for the enemy to clean up. During the early game, Taric should start slightly behind his most reliable damage dealer rather than in the front brush every wave. He needs a nearby ally to turn short trades into winning trades, so keeping the carry inside protection range and stepping forward only when the minion wave is present is essential. Early trades should be short: walk up with the wave, threaten stun, take one small exchange, then reset behind minions and heal up with the team. Snowball should be used early as a punish tool, not a random engage button. If an enemy walks past their frontline, landing Snowball closes the gap for stun setup or forces them to burn mobility. In the mid game, Taric starts deciding fights by standing close enough to the ally most likely to enter the fight, usually a bruiser, diver, or short-range carry. Mid game trades are about baiting commitment: show at the edge of enemy range, let them throw poke or crowd control, then step in once something important misses. Snowball becomes a fight-starting or fight-following tool here. Defensive augments should be used before enemy burst lands, not after the carry is already dead. Late game Taric should be glued to the fight's win condition. If the hypercarry is dealing damage, stand beside or slightly in front of them and deny divers. If the team wins by diving, attach to the diver and enter as a pair. Casual poke should be avoided entirely, as late death timers and Mayhem damage spikes punish sloppy health loss. Late Snowball is high risk and should be used to follow a confirmed engage, punish an isolated carry, or re-enter a fight where the team is already collapsing. Before every fight, Taric must decide who he is protecting and who he is punishing. If the enemy dives the carry, peel first and make the diver waste their entry. If the team's diver finds a real angle, follow second and make that engage last longer than the enemy can handle. Taric is at his best when the enemy has already committed and cannot easily walk away.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Taric the Shield of Valoran excels when fights develop on his terms, using delayed crowd control and team protection to control engagement timing. His core strength lies in forcing enemies to commit into his linked frontline, where Bastion allows his stun and defensive abilities to originate from two positions simultaneously. This makes it difficult for assassins and bruisers to identify safe attack angles. Taric performs best in grouped, extended fights where he can layer defensive tools progressively rather than all at once. When ahead, Taric converts leads through patient pressure rather than aggressive pursuit. He creates safe pockets around the wave, allowing carries to hit structures and poke champions to operate from behind his positioning. The enemy must spend major tools just to initiate fights, which plays directly into Taric's comfort zone. His Dazzle threat forces enemies to dodge sideways and lose wave control, creating engage windows when they burn mobility to escape. Cosmic Radiance should be held until enemy counter-engage is committed, as early casting allows opponents to back away and wait out the protection. Taric's ahead weaknesses emerge when he overextends or misuses resources. Chasing beyond link range leaves fed carries exposed to shutdown opportunities. Using his ultimate for low-value poke trades allows enemies to reset and force the next wave advantage. Starting fights while teammates are staggered after shopping or collecting relics wastes his grouped-fight power. Layering every defensive tool into fake engages lets enemies reset and punish on the next entry. When behind, Taric shifts from playmaker to fight fixer. His priority becomes preventing the next death rather than winning the lane immediately. He links the teammate most likely to be engaged upon, plays behind the minion wave, and uses heals conservatively while avoiding free crowd control. When enemies dive his backline, he stuns the diver already inside his formation instead of chasing enemy carries. Cosmic Radiance becomes a turn tool for caught allies who have nearby teammates ready to follow up, not a desperate save for doomed targets. Behind-play weaknesses include resource exhaustion and poor target selection. If Taric runs dry after one skirmish, enemies can stall until he becomes useless. Following desperate engages into enemy backlines without team follow-up wastes tools needed for counter-dive. Casting his ultimate after teammates scatter wastes the protection window. Contesting relics or waves that require walking into fogged skillshots and layered crowd control creates unrecoverable losses. Risk management centers on patience and positioning. Taric should block routes to carries with his body rather than chasing low-health targets. He must stay linked to the true win condition, often a single scaling or high-damage champion, rather than spreading attention evenly. The comeback pattern requires denying first burst, stunning overstepping enemies, and spending Cosmic Radiance only when teammates can keep fighting during its protection window. One committed enemy dive can become a clean turn if Taric preserves his tools for the right moment.

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Champion Background

Lore / Identity / Text block

Background copy

Taric the Shield of Valoran defines his identity in ARAM: Mayhem through the synergy between his passive and his spell cycle. Bravado empowers his basic attacks after casting abilities, making those attacks essential for refreshing spells and sustaining frontline presence. Without weaving attacks between casts, Taric becomes a slow, predictable shield bot rather than a champion who controls space. The passive rewards hitting any available target, including minions and pets, rather than tunneling on enemy carries. Starlight's Touch provides healing that scales with fight duration and ally proximity. Positioning determines its value, as split teams reduce its effectiveness. The heal works best when paired with shielding or ultimate timing rather than cast reactively at the first sign of damage. Teams with multiple melee champions or durable skirmishers benefit most from prioritizing this ability. Bastion transforms Taric from a local support into a two-point threat by linking to an ally. This link projects his other abilities from both bodies, enabling double-angle stuns and safer ultimate placement. The pre-fight link decision often determines fight outcomes, as linking the wrong target shrinks Taric's threat range and leaves his ultimate arriving in useless positions. Re-linking when fight plans change keeps his projected spells relevant. Dazzle serves as Taric's primary engage, peel, and zone tool. The visible wind-up and directional firing require leading targets and using terrain to limit dodge options. When paired with Bastion, the stun threatens from two angles, catching enemies who dodge one body but forget the other. Holding E for peel protects carries better than chasing enemy backlines, and missing it entirely creates a clear window for enemies to engage or dive. Cosmic Radiance defines Taric's fight-warping presence with delayed invulnerability for affected allies. The delay creates the central skill test: casting too early lets enemies disengage, while casting too late leaves allies dead before protection arrives. The ultimate applies around both Taric and his Bastion-linked ally, making W setup critical for coverage. Proper timing punishes enemy overcommit by letting them spend resources into protected targets. Enemies counter by disengaging during the delay, splitting the team, or baiting the cast with fake engages. Taric's overall identity centers on cycling spells through attacks, positioning for multi-ally value, and timing his ultimate to answer enemy commitment. He wins by denying resets, sustaining through extended brawls, and creating double-angle threats that force enemies to respect both his position and his linked ally's position simultaneously.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Taric is forgiving when teammates play around him, but becomes unforgiving when players waste the linked stun, cast the ultimate too late, or attempt to tank without hitting anything. In ARAM: Mayhem, one bad cast can turn into a full lane wipe quickly, so recognizing and recovering from mistakes is essential. Mechanical mistakes often center on the linked stun. Casting while the linked ally is too far back, facing the wrong angle, or moving away from the target causes the stun line to miss from both positions, losing engage threat and giving enemies a clean window to punish. Players should check both angles before casting and aim through an ally already inside the enemy team rather than forcing the stun from Taric's position. After a miss, stepping back toward carries and waiting for the next linked stun is safer than pretending the engage still exists. Linking the safest teammate by habit parks the strongest playmaking tool behind the fight, leaving bruisers or assassins to dive without follow-up. The correct action is linking the teammate who will contest space: the engager before a fight, the carry when enemies dive, or the low-health ally during peel situations. Casting the ultimate after burst has already landed wastes the invulnerability on dead allies. The ultimate should be used when enemies are committed but before their full burst connects, such as after hard engage begins or when a diver reaches the carry. Healing without building passive rhythm by spamming spells while standing still results in weak healing and no pressure. Players should weave basic attacks when safe, hitting minions, frontline champions, or anything in reach to keep the spell cycle moving. Walking past minions and tanks to reach the backline leads to being kited, separated from the linked ally, and punished. Accepting the closest legal target and controlling the front edge of the battle is more effective than sprinting through enemies alone. Using Snowball as a solo engage button while the team is too far away or the link is on the wrong player results in arriving alone, eating crowd control, and dying before creating value. Snowball should be treated as a repositioning tool, taken only when the team can follow or the enemy target is already trapped. Aiming the stun where enemies are standing instead of where they must move allows dashes and sidesteps to dodge easily. Aiming through choke points, wall-side paths, or the direction enemies must travel to chase carries improves accuracy. Decision mistakes include picking every fight as if Taric is the main tank, which loses health before the actual engage and forces defensive tools early. Letting a true engager take first contact, then stepping up when enemies commit, is more effective. Saving the ultimate for the perfect five-man moment often means the best carry dies before it is cast. Using it for the players who will decide the fight, such as the fed damage dealer or committed diver, is better than waiting for perfection. Linking the diver and forgetting the backline is under threat allows assassins or fighters to kill carries while Taric tunnels on offensive projection. Deciding before each wave whether the team needs engage support or anti-dive support prevents this. Fighting in wide open space makes crowd control easy to dodge and the ultimate less effective. Looking for fights around minion waves, terrain edges, or brush entrances where enemies have fewer sidesteps improves outcomes. Ignoring minion waves because of the support role loses push and removes safe attack targets. Helping trim waves when no engage is happening maintains combat flow.

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FAQ

Taric

FAQ

Is Taric a frontline tank or an enchanter in ARAM: Mayhem? Play him as a frontline enchanter, not a pure meat shield. If your team is ready to fight around you, stand close enough to threaten a stun and keep heals flowing; if they are poking from far back, you will run out of useful things to do. The tradeoff is that Taric is strong in committed fights but much weaker when both teams refuse to walk in. When should I pick Taric in Mayhem? Pick Taric when your team has melee carries, short-range bruisers, or champions that want to dive after Snowball. If your lineup has several long-range poke champions who never want to stand near you, Taric loses a lot of value. He protects clumped allies extremely well, but he cannot force scattered teammates to benefit from his kit. Who should I link with as Taric? Link the ally who is most likely to enter the fight first or get focused hardest. If you have a diving carry, link them before they commit so your stun angle and protection follow their engage. The tradeoff is that linking a backline carry is safer, but it can make your offensive pressure much weaker.

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