ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T3 Rank #125

Trundle ARAM Mayhem Build & Best Augments

Trundle role and playstyle: baseline role is AD tank, with a core identity built around teamfight utility and damage output. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Key ARAM traits include slow control, speed utility. Hextech augment reliance: Low to medium: the base kit is functional, while premium augments noticeably improve consistency. Execution difficulty: Low execution: straightforward patterns make the champion approachable for newer ARAM players. 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.

Trundle Trundle the Troll King Tank / Mage
TierT3
Rank#125
Win Rate49.03%
Pick Rate0.31%

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

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

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

Win Rate56.60%
Pick Rate19.70%
#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

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

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

Win Rate57.02%
Pick Rate6.66%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

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

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 Rate46.04%
Pick Rate4.62%

Situational itemstop 12

Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

53.92%
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%.

53.11%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

54.00%
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.

50.91%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

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

52.85%
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%.

52.24%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

51.35%
Iceborn Gauntlet Iceborn Gauntlet Iceborn Gauntlet
Total Price
2,900
Price
800

+300 Health +50 Armor +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit and creates a frost field for 2s that Slows.

54.18%
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.

55.55%
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.

55.08%
Imperial Mandate Imperial Mandate Imperial Mandate
Total Price
2,250
Price
500

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

53.99%
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).

51.55%

Starting items

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

+350 Health

55.30%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

55.30%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

55.38%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

55.38%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

55.38%
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).

53.11%
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.

53.11%

Core items

#1
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

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 Rate62.20%
Pick Rate12.22%
#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

Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

Win Rate51.65%
Pick Rate6.06%
#3
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Iceborn Gauntlet Iceborn Gauntlet Iceborn Gauntlet
Total Price
2,900
Price
800

+300 Health +50 Armor +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit and creates a frost field for 2s that Slows.

Win Rate61.26%
Pick Rate4.81%

Situational itemstop 12

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

+20 Magic Resist +45 Move Speed 30% Tenacity

59.10%
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

57.94%
Iceborn Gauntlet Iceborn Gauntlet Iceborn Gauntlet
Total Price
2,900
Price
800

+300 Health +50 Armor +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit and creates a frost field for 2s that Slows.

59.19%
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%.

59.59%
Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

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

59.61%
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%.

54.63%
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.

55.63%
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%.

59.84%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

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

58.04%
Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.

50.70%
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.

62.65%
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.

54.58%

Starting items

Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

59.55%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

59.55%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

52.24%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

52.24%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

58.70%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

58.70%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

58.70%

Core items

#1
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.

Win Rate60.99%
Pick Rate6.68%
#2
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

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 Rate57.37%
Pick Rate5.69%
#3
Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate53.23%
Pick Rate5.57%

Situational itemstop 12

Sundered Sky Sundered Sky Sundered Sky
Total Price
3,100
Price
500

+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.

56.52%
Blade of The Ruined King Blade of The Ruined King Blade of The Ruined King
Total Price
3,200
Price
725

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

56.08%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

57.29%
Trinity Force Trinity Force Trinity Force
Total Price
3,333
Price
133

+36 Attack Damage +30% Attack Speed +333 Health +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit. Quicken Attacking grants 20 Move Speed for 2 seconds.

57.06%
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%.

58.67%
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.

53.02%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

54.80%
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%.

54.71%
Ravenous Hydra Ravenous Hydra Ravenous Hydra
Total Price
3,300
Price
150

+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.

57.14%
Iceborn Gauntlet Iceborn Gauntlet Iceborn Gauntlet
Total Price
2,900
Price
800

+300 Health +50 Armor +15 Ability Haste Spellblade: After using an Ability, your next Attack deals bonus physical damage On-Hit and creates a frost field for 2s that Slows.

56.52%
Titanic Hydra Titanic Hydra Titanic Hydra
Total Price
3,300
Price
50

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

55.90%
Death's Dance Death's Dance Death's Dance
Total Price
3,300
Price
275

+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.

55.47%

Starting items

Tunneler Tunneler Tunneler
Total Price
1,150
Price
400

+15 Attack Damage +250 Health

57.49%
Glowing Mote Glowing Mote Glowing Mote
Total Price
250
Price
250

+5 Ability Haste

57.49%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

55.91%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

55.91%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

53.57%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

53.57%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

53.57%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
54.10%
Pick Rate
6.66%
Games
756

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

View augment details
GoldT154.10%6.66%756
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
54.06%
Pick Rate
7.48%
Games
849

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

View augment details
SilverT154.06%7.48%849
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.76%
Pick Rate
3.99%
Games
453

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT152.76%3.99%453
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
52.50%
Pick Rate
5.64%
Games
640

Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks).

View augment details
GoldT152.50%5.64%640
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.04%
Pick Rate
5.49%
Games
623

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
PrismaticT151.04%5.49%623
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
50.51%
Pick Rate
8.63%
Games
980

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT150.51%8.63%980
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.91%
Pick Rate
5.01%
Games
569

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
PrismaticT149.91%5.01%569
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
49.42%
Pick Rate
9.82%
Games
1,115

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

View augment details
GoldT149.42%9.82%1,115
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
49.32%
Pick Rate
3.91%
Games
444

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

View augment details
SilverT149.32%3.91%444
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
48.94%
Pick Rate
6.67%
Games
758

Grants 60% bonus attack speed .

View augment details
SilverT148.94%6.67%758
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
48.91%
Pick Rate
4.83%
Games
548

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

View augment details
GoldT148.91%4.83%548
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
48.62%
Pick Rate
3.84%
Games
436

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

View augment details
GoldT148.62%3.84%436
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
48.57%
Pick Rate
7.38%
Games
838

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

View augment details
GoldT148.57%7.38%838
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
48.55%
Pick Rate
11.86%
Games
1,347

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
GoldT148.55%11.86%1,347
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
48.34%
Pick Rate
10.87%
Games
1,235

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
SilverT148.34%10.87%1,235
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
47.94%
Pick Rate
5.77%
Games
655

Gain 15% omnivamp .

View augment details
SilverT147.94%5.77%655
Upgrade Sheen Upgrade Sheen Upgrade Sheen Gold
Rarity
Gold
Tier
T4
Win Rate
47.68%
Pick Rate
5.89%
Games
669

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

View augment details
GoldT147.68%5.89%669
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
47.45%
Pick Rate
4.14%
Games
470

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
GoldT147.45%4.14%470
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
47.32%
Pick Rate
4.93%
Games
560

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
GoldT147.32%4.93%560
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
46.97%
Pick Rate
5.38%
Games
611

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

View augment details
PrismaticT146.97%5.38%611
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.52%
Pick Rate
4.43%
Games
503

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
PrismaticT146.52%4.43%503
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
46.50%
Pick Rate
4.53%
Games
514

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

View augment details
GoldT146.50%4.53%514
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
46.27%
Pick Rate
7.44%
Games
845

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

View augment details
GoldT146.27%7.44%845
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
45.81%
Pick Rate
4.09%
Games
465

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT145.81%4.09%465
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
45.35%
Pick Rate
8.43%
Games
957

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
GoldT145.35%8.43%957
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
44.94%
Pick Rate
7.84%
Games
890

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

View augment details
GoldT144.94%7.84%890
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
44.19%
Pick Rate
5.08%
Games
577

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
GoldT144.19%5.08%577
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
43.54%
Pick Rate
4.43%
Games
503

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT143.54%4.43%503
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
43.07%
Pick Rate
5.40%
Games
613

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

View augment details
GoldT143.07%5.40%613
Quest: Icathia's Fall Quest: Icathia's Fall Quest: Icathia's Fall Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
57.60%
Pick Rate
2.49%
Games
283

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
PrismaticT257.60%2.49%283
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
55.26%
Pick Rate
2.01%
Games
228

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
SilverT255.26%2.01%228
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
53.74%
Pick Rate
2.47%
Games
281

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

View augment details
GoldT253.74%2.47%281
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
53.44%
Pick Rate
3.33%
Games
378

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

View augment details
SilverT253.44%3.33%378
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
53.10%
Pick Rate
2.55%
Games
290

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

View augment details
PrismaticT253.10%2.55%290
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
52.63%
Pick Rate
3.51%
Games
399

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

View augment details
GoldT252.63%3.51%399
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
51.82%
Pick Rate
2.67%
Games
303

Grants 18% armor penetration and magic penetration .

View augment details
GoldT251.82%2.67%303
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.51%
Pick Rate
2.63%
Games
299

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
PrismaticT251.51%2.63%299
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
51.42%
Pick Rate
2.17%
Games
247

Gain 2 Stat Anvils .

View augment details
SilverT251.42%2.17%247
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
50.95%
Pick Rate
2.78%
Games
316

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

View augment details
GoldT250.95%2.78%316
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
50.45%
Pick Rate
1.95%
Games
222

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT250.45%1.95%222
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.40%
Pick Rate
2.18%
Games
248

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
PrismaticT250.40%2.18%248
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
50.12%
Pick Rate
3.58%
Games
407

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

View augment details
GoldT250.12%3.58%407
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.82%
Pick Rate
2.46%
Games
279

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

View augment details
PrismaticT249.82%2.46%279
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
49.00%
Pick Rate
3.09%
Games
351

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
GoldT249.00%3.09%351
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.39%
Pick Rate
2.18%
Games
248

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
PrismaticT248.39%2.18%248
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.72%
Pick Rate
3.67%
Games
417

Casting your ultimate ability empowers you for 10 seconds, causing you to gain a shield for 50% of your maximum health , 20% omnivamp , and 30% bonus movement speed for the duration (20 second cooldown).

View augment details
PrismaticT247.72%3.67%417
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.58%
Pick Rate
3.09%
Games
351

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

View augment details
PrismaticT247.58%3.09%351
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
47.57%
Pick Rate
2.54%
Games
288

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
GoldT247.57%2.54%288
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
47.52%
Pick Rate
2.67%
Games
303

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

View augment details
GoldT247.52%2.67%303
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
47.48%
Pick Rate
2.45%
Games
278

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

View augment details
SilverT247.48%2.45%278
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
47.18%
Pick Rate
3.75%
Games
426

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

View augment details
GoldT247.18%3.75%426
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
47.16%
Pick Rate
2.02%
Games
229

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

View augment details
GoldT247.16%2.02%229
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
46.89%
Pick Rate
2.12%
Games
241

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
SilverT246.89%2.12%241
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
46.72%
Pick Rate
2.15%
Games
244

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

View augment details
GoldT246.72%2.15%244
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
46.34%
Pick Rate
2.17%
Games
246

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

View augment details
SilverT246.34%2.17%246
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
46.03%
Pick Rate
2.10%
Games
239

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
SilverT246.03%2.10%239
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
45.95%
Pick Rate
2.28%
Games
259

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

View augment details
PrismaticT245.95%2.28%259
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
45.50%
Pick Rate
3.33%
Games
378

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

View augment details
GoldT245.50%3.33%378
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
45.45%
Pick Rate
2.52%
Games
286

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
SilverT245.45%2.52%286
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
45.37%
Pick Rate
2.76%
Games
313

Grants 60 ability haste .

View augment details
GoldT245.37%2.76%313
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
45.02%
Pick Rate
2.21%
Games
251

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

View augment details
SilverT245.02%2.21%251
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
44.96%
Pick Rate
2.27%
Games
258

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

View augment details
SilverT244.96%2.27%258
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
44.88%
Pick Rate
2.49%
Games
283

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT244.88%2.49%283
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
44.88%
Pick Rate
2.49%
Games
283

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
GoldT244.88%2.49%283
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
44.66%
Pick Rate
3.13%
Games
356

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

View augment details
GoldT244.66%3.13%356
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
43.57%
Pick Rate
2.12%
Games
241

Automatically attach a bomb to yourself that detonates after 5 seconds, creating an explosion that deals true damage equal to 20% of the target's maximum health to enemies within 350 units and knocks them up for 0. 75 seconds (25 second cooldown).

View augment details
SilverT243.57%2.12%241
Master of Duality Master of Duality Master of Duality Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
41.83%
Pick Rate
3.07%
Games
349

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
PrismaticT241.83%3.07%349
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
55.88%
Pick Rate
1.20%
Games
136

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
GoldT355.88%1.20%136
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
53.61%
Pick Rate
1.46%
Games
166

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

View augment details
GoldT353.61%1.46%166
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
53.33%
Pick Rate
1.32%
Games
150

Increases attack damage by 20% .

View augment details
SilverT353.33%1.32%150
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
53.16%
Pick Rate
1.39%
Games
158

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
SilverT353.16%1.39%158
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
52.97%
Pick Rate
1.63%
Games
185

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

View augment details
PrismaticT352.97%1.63%185
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
52.82%
Pick Rate
1.25%
Games
142

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

View augment details
SilverT352.82%1.25%142
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
52.48%
Pick Rate
1.78%
Games
202

Grants 50% critical strike chance .

View augment details
GoldT352.48%1.78%202
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
52.33%
Pick Rate
1.70%
Games
193

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
SilverT352.33%1.70%193
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
52.24%
Pick Rate
1.18%
Games
134

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

View augment details
GoldT352.24%1.18%134
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
52.17%
Pick Rate
1.82%
Games
207

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

View augment details
GoldT352.17%1.82%207
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
51.61%
Pick Rate
1.64%
Games
186

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
GoldT351.61%1.64%186
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.45%
Pick Rate
1.22%
Games
138

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

View augment details
PrismaticT351.45%1.22%138
Upgrade Thornmail Upgrade Thornmail Upgrade Thornmail Silver
Rarity
Silver
Tier
T3
Win Rate
49.77%
Pick Rate
1.95%
Games
221

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
SilverT349.77%1.95%221
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
49.70%
Pick Rate
1.45%
Games
165

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
SilverT349.70%1.45%165
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
48.80%
Pick Rate
1.46%
Games
166

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
SilverT348.80%1.46%166
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
48.69%
Pick Rate
1.68%
Games
191

Gain 1750 upon acquiring this augment.

View augment details
GoldT348.69%1.68%191
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
48.63%
Pick Rate
1.29%
Games
146

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
GoldT348.63%1.29%146
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
48.56%
Pick Rate
1.83%
Games
208

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
GoldT348.56%1.83%208
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
48.47%
Pick Rate
1.73%
Games
196

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
GoldT348.47%1.73%196
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
48.33%
Pick Rate
1.58%
Games
180

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

View augment details
SilverT348.33%1.58%180
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
48.17%
Pick Rate
1.44%
Games
164

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
GoldT348.17%1.44%164
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
47.98%
Pick Rate
1.52%
Games
173

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
GoldT347.98%1.52%173
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
47.83%
Pick Rate
1.82%
Games
207

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
GoldT347.83%1.82%207
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
47.83%
Pick Rate
1.42%
Games
161

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
GoldT347.83%1.42%161
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.62%
Pick Rate
1.30%
Games
148

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
PrismaticT346.62%1.30%148
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
45.77%
Pick Rate
1.77%
Games
201

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
SilverT345.77%1.77%201
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
45.13%
Pick Rate
1.72%
Games
195

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
GoldT345.13%1.72%195
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
44.95%
Pick Rate
1.74%
Games
198

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
GoldT344.95%1.74%198
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
44.72%
Pick Rate
1.42%
Games
161

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

View augment details
PrismaticT344.72%1.42%161
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.79%
Pick Rate
1.35%
Games
153

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
PrismaticT343.79%1.35%153
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
42.86%
Pick Rate
1.66%
Games
189

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
SilverT342.86%1.66%189
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
42.78%
Pick Rate
1.58%
Games
180

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

View augment details
SilverT342.78%1.58%180
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
41.34%
Pick Rate
1.58%
Games
179

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

View augment details
PrismaticT341.34%1.58%179
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
37.59%
Pick Rate
1.24%
Games
141

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

View augment details
GoldT337.59%1.24%141
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
57.69%
Pick Rate
0.92%
Games
104

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
SilverT457.69%0.92%104
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
57.14%
Pick Rate
0.68%
Games
77

Grants 3 random Dragon Souls .

View augment details
PrismaticT457.14%0.68%77
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
54.35%
Pick Rate
0.81%
Games
92

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
PrismaticT454.35%0.81%92
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
53.44%
Pick Rate
1.15%
Games
131

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

View augment details
GoldT453.44%1.15%131
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
52.10%
Pick Rate
1.05%
Games
119

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

View augment details
GoldT452.10%1.05%119
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
51.90%
Pick Rate
0.70%
Games
79

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
SilverT451.90%0.70%79
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.65%
Pick Rate
0.80%
Games
91

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

View augment details
PrismaticT451.65%0.80%91
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.86%
Pick Rate
1.02%
Games
116

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

View augment details
PrismaticT450.86%1.02%116
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
50.44%
Pick Rate
0.99%
Games
113

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

View augment details
GoldT450.44%0.99%113
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
50.00%
Pick Rate
0.74%
Games
84

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT450.00%0.74%84
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
50.00%
Pick Rate
0.67%
Games
76

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

View augment details
SilverT450.00%0.67%76
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
49.48%
Pick Rate
0.85%
Games
97

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
GoldT449.48%0.85%97
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
48.87%
Pick Rate
1.17%
Games
133

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

View augment details
SilverT448.87%1.17%133
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
47.15%
Pick Rate
1.08%
Games
123

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
SilverT447.15%1.08%123
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.11%
Pick Rate
1.07%
Games
121

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
PrismaticT447.11%1.07%121
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.92%
Pick Rate
1.14%
Games
130

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
PrismaticT446.92%1.14%130
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.85%
Pick Rate
0.98%
Games
111

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
PrismaticT446.85%0.98%111
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.58%
Pick Rate
0.64%
Games
73

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

View augment details
PrismaticT446.58%0.64%73
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
45.79%
Pick Rate
0.94%
Games
107

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

View augment details
SilverT445.79%0.94%107
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
45.67%
Pick Rate
1.12%
Games
127

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

View augment details
PrismaticT445.67%1.12%127
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.45%
Pick Rate
0.97%
Games
110

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
PrismaticT445.45%0.97%110
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.32%
Pick Rate
0.77%
Games
88

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
PrismaticT444.32%0.77%88
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
44.07%
Pick Rate
1.04%
Games
118

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
SilverT444.07%1.04%118
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
43.59%
Pick Rate
1.03%
Games
117

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

View augment details
SilverT443.59%1.03%117
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
42.86%
Pick Rate
0.62%
Games
70

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

View augment details
SilverT442.86%0.62%70
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.61%
Pick Rate
1.01%
Games
115

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

View augment details
PrismaticT442.61%1.01%115
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
42.40%
Pick Rate
1.10%
Games
125

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

View augment details
PrismaticT442.40%1.10%125
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
42.27%
Pick Rate
0.85%
Games
97

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

View augment details
SilverT442.27%0.85%97
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.88%
Pick Rate
1.03%
Games
117

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
PrismaticT441.88%1.03%117
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.86%
Pick Rate
0.76%
Games
86

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
PrismaticT441.86%0.76%86
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
41.57%
Pick Rate
0.78%
Games
89

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT441.57%0.78%89
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
41.51%
Pick Rate
0.93%
Games
106

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

View augment details
GoldT441.51%0.93%106
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
41.30%
Pick Rate
0.81%
Games
92

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

View augment details
PrismaticT441.30%0.81%92
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
40.77%
Pick Rate
1.14%
Games
130

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
PrismaticT440.77%1.14%130
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
40.59%
Pick Rate
0.89%
Games
101

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

View augment details
GoldT440.59%0.89%101
Blade Waltz Blade Waltz Blade Waltz Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
40.20%
Pick Rate
0.90%
Games
102

Replace a summoner spell with Blade Waltz . Blade Waltz: Blink to the target enemy champion. After 0. 25 seconds, you then blink to the nearest other enemy champion every 0. 25 seconds over the next 1. 75 seconds, blinking up to 7 additional times. Each time you blink to a target, deal 30 – 150 (based on level) (+ 10% bonus AD) (+ 6% AP) physical damage to them and apply on-hit effects at 50% effectiveness, up to a total of 240 – 1200 (based on level) (+ 80% bonus AD) (+ 48% AP) . While Blade Waltz is active, you are untargetable and unable to act . This effect will end prematurely if there are no longer any nearby valid targets to blink to. A target can be blinked to more than once if there are no other valid targets in range.

View augment details
PrismaticT440.20%0.90%102
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
35.90%
Pick Rate
0.69%
Games
78

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
SilverT435.90%0.69%78
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
35.80%
Pick Rate
0.71%
Games
81

Gain ability haste equal to 30% AP .

View augment details
PrismaticT435.80%0.71%81
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
61.90%
Pick Rate
0.55%
Games
63

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

View augment details
SilverT561.90%0.55%63
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
52.83%
Pick Rate
0.47%
Games
53

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
SilverT552.83%0.47%53
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
51.67%
Pick Rate
0.53%
Games
60

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
SilverT551.67%0.53%60
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.38%
Pick Rate
0.61%
Games
69

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
PrismaticT546.38%0.61%69
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
46.15%
Pick Rate
0.57%
Games
65

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT546.15%0.57%65
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.10%
Pick Rate
0.51%
Games
58

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
PrismaticT543.10%0.51%58
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
40.58%
Pick Rate
0.61%
Games
69

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
PrismaticT540.58%0.61%69
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
35.38%
Pick Rate
0.57%
Games
65

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
PrismaticT535.38%0.57%65
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
34.62%
Pick Rate
0.46%
Games
52

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
SilverT534.62%0.46%52
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
32.14%
Pick Rate
0.49%
Games
56

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
GoldT532.14%0.49%56

Trundle Skill Combos

Extracted from the skill order guide

Skill Order
RQWE

R > Q > W > E

RQWE

From there, max Q first, then W, and leave E for last.

Trundle Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Trundle counters these champions in ARAM: Mayhem.

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

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

Nautilus Nautilus Nautilus T3
Tier
T3
Rank
#73
Win Rate
50.39%
Pick Rate
0.83%

Nautilus is a frontline engage tank who turns one good catch into a full team fight. His identity is simple: walk up with threat, hook the target that steps too far forward, then layer crowd control so your carries can finish the job. His signature pattern is hook, lock down, and stand in the way. If an enemy carry mispositions, Nautilus can start the fight immediately. If your team is being dived, he can peel just as well by anchoring himself between the threat and his backline. In ARAM: Mayhem, the constant brawling makes Nautilus feel very natural. There is less time to play slow lane games and more value in forcing clean all-ins, protecting damaged allies, and punishing anyone who uses mobility too early. He is entry-level friendly because his job is clear, but good Nautilus players win by choosing the right target instead of throwing every hook on cooldown. View champion guide

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

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

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

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

Read counter details

Countered By

5

Trundle is countered by these champions in ARAM: Mayhem.

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

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

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

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

Brand Brand Brand T1
Tier
T1
Rank
#5
Win Rate
54.19%
Pick Rate
1.21%

Brand is a ranged damage mage who wins fights by setting enemies up, lighting them on fire, and punishing anyone who stays grouped. He is easy to understand: land spells on clustered targets, follow up when they are already burning, and let the damage spread through the fight. In ARAM: Mayhem, Brand feels especially dangerous because teams collide often and the lane gives enemies fewer safe angles to dodge. His job is not to be the first one in. Stay behind your frontline, throw spells into choke points, and punish dives with quick burst when enemies commit too hard. Mayhem’s faster pace makes Brand less about slow poke and more about clean fight timing. If enemies stack together, he can take over a skirmish. If they spread out, dodge, or force him before he casts, he becomes much easier to kill. Play patient, aim at crowds, and turn every messy fight into a burn zone. 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

Read counter details

Trundle Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
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

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

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

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

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: Trundle lacks a gap-closer outside of walking or Snowball. Hard engage champions force the enemy to burn cooldowns and group up, which sets up Trundle’s Pillar and ultimate timing perfectly. Combo: The ally engages with a massive knockup or stun. Trundle follows with Snowball, lands Chomp on the priority target, and casts Subjugate (R) on the enemy tank or diver. He then uses Pillar to cut off the escape route. Best Scenario: The enemy team is grouped in a choke point. Malphite lands R, and Trundle immediately ults the enemy frontline, turning their tankiness into free stats for himself while the rest of the team collapses. Enemy Answer: The enemy team spreads out before the engage lands, or they save a major disengage tool like Gragas R or Janna Monsoon to separate Trundle from his team after he commits. Failure Risk: If the engage misses or gets flashed, Trundle is left standing in no-man's-land with no way to force a fight. He gets kited backward and takes free poke damage. Recovery: Immediately drop Pillar between the enemy and your retreating team. Use the movement speed from W (Frozen Domain) to reposition safely. Do not chase; just disengage and reset.

Protect-the-Carry Marksmen (e.g., Jinx, Kog'Maw, Jhin)

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

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

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

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

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

Synergy Mechanism: These hyper-carries need a bodyguard. Trundle is one of the best peelers in Mayhem because Chomp effectively removes the enemy AD carry’s damage for a few seconds, and Pillar creates massive terrain in a single-lane environment. Combo: Trundle stands on or slightly in front of his carry. When an assassin or diver commits, Trundle uses Chomp to bite them, reducing their attack damage, and places Pillar to body-block their path. He saves R for the highest health threat. Best Scenario: The enemy has a dive-heavy composition (like Zed, Nocturne, or Yasuo). Trundle creates a "no-go zone" around his carry, making it nearly impossible for the enemy to reach the damage source without getting stuck. Enemy Answer: The enemy ignores Trundle entirely and focuses all burst on the carry before Trundle can react. Alternatively, they use untargetable dashes or blinks to bypass the Pillar. Failure Risk: If Trundle Pillars his own carry by mistake or uses Chomp too early on a tank, the window for the enemy assassin opens up. The carry dies instantly, and Trundle is left as a low-damage bruiser. Recovery: If the carry falls, Trundle must switch to a siege mode. He should ult the nearest enemy to gain their resistances, pop W for the sustain, and try to duel the remaining low-health enemies or stall for a teammate's Guardian revive.

Resist-Shred or % Health Damage Dealers (e.g., Vayne, Kog'Maw, Fiora, Brand)

Sion Sion Sion T1
Tier
T1
Rank
#26
Win Rate
53.11%
Pick Rate
0.60%

Sion is a front-line tank and brawler who wins space by walking straight into the fight, charging heavy crowd control, and forcing enemies to deal with him before they can hit his backline. His signature pattern is simple: soak pressure, look for a clean engage, land the big knock-up or stun, then keep fighting even after death if the enemy overcommits.In ARAM: Mayhem, Sion likes the constant teamfighting because there is always someone to threaten and always a wave to contest. The downside is that the mode is faster and more crowded, so missed engages get punished hard. Play him as the team’s battering ram: start fights when allies can follow, block space for carries, and turn messy brawls into a problem the enemy has to answer immediately. View champion guide

Cho'Gath Cho'Gath Cho'Gath T4
Tier
T4
Rank
#108
Win Rate
47.84%
Pick Rate
0.86%

Cho'Gath is a front-line tank and control mage who turns messy fights into easy picks. He looks for a knock-up, follows with silence, then walks in to threaten a heavy execute with Feast. If enemies ignore him, he becomes a huge wall for his carries. If they clump, he punishes them hard. In ARAM: Mayhem, Cho'Gath likes the constant teamfighting because his basic job is simple: hold space, catch overextended targets, and soak pressure while his team cleans up. Augments can push him toward being harder to kill, more disruptive, or more damage-focused, but the core pattern stays the same. Land crowd control first, commit when the target cannot kite, and do not waste your engage into champions ready to dash away or punish your slow approach. View champion guide

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

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

Synergy Mechanism: Trundle’s Subjugate steals armor and magic resist, effectively debuffing the target by a massive amount. This synergizes explosively with champions who deal true damage or % max health damage. Combo: Trundle identifies the tankiest enemy target and casts R. The target instantly loses a huge portion of their defensive stats. The ally shredder focuses that target, burning through their now-paper-thin defenses. Best Scenario: The enemy team has a dedicated tank like Cho'Gath or Sion with massive health pools. Trundle turns their defensive investment into a liability, allowing his team to delete the frontline in seconds. Enemy Answer: The enemy team peels back instantly when they see the R visual effect, kiting backward until the debuff duration fades. They may also use QSS or similar cleanses if available, though this is rare in ARAM contexts. Failure Risk: Trundle ults a target that is about to die anyway or ults a low-resistance squishy target, wasting the percentage shred value. The enemy frontline survives because the damage was distributed poorly. Recovery: Trundle should transition to zoning. Even if the ult was wasted, the stolen stats make him temporarily very tanky. He can walk forward aggressively, absorb cooldowns, and create space with Pillar.

Poke and Siege Mages (e.g., Xerath, Ziggs, Lux)

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

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

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

Rakan Rakan Rakan T3
Tier
T3
Rank
#112
Win Rate
49.18%
Pick Rate
0.25%

Rakan The Charmer Rakan is a mobile support designed to set up plays and keep his carry alive. He pairs naturally with Xayah, but in ARAM: Mayhem, he functions as a strong independent engager. His identity revolves around dancing in and out of fights, layering shields, and locking down multiple enemies with his crowd control. In Mayhem, the faster pace and reduced cooldowns make his engage pattern much safer. He can dive the backline, ult, and dash back to an ally without waiting long for his cooldowns to reset. Expect to see him build tanky with ability haste, constantly looking for the angle to start a fight. View champion guide

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

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

Zac Zac Zac T5
Tier
T5
Rank
#153
Win Rate
46.78%
Pick Rate
0.41%

Zac the Secret Weapon Zac is a tanky engage machine who thrives on chaos. In standard play, he is known for his sustain and displacement, but in ARAM: Mayhem, he transforms into an unstoppable initiation engine. The single-lane format removes his ability to flank from fog of war, but the constant team fighting gives him endless opportunities to dive the backline. His signature pattern is simple: hit a long-range Elastic Slingshot, knock everyone up, and survive long enough to do it again. He wants to be in the middle of the enemy team, absorbing cooldowns while his own abilities come back up. The Mayhem environment, with its accelerated pace and frequent skirmishes, plays directly into his strength as a sustained frontliner who refuses to die. What changes here is the value of his passive, Cell Division. In Mayhem, fights are frequent and lethal, so every blob matters more for staying healthy. He also benefits heavily from augments and items that boost ability haste or healing, letting him spam engages faster than opponents can punish. If you enjoy diving in, causing disruption, and walking out alive, Zac is a strong pick. View champion guide

Akali Akali Akali T5
Tier
T5
Rank
#160
Win Rate
45.31%
Pick Rate
0.47%

Akali the Rogue Assassin Akali is a mobile AP assassin who dances in and out of danger using her shroud and resets. In ARAM: Mayhem, she becomes a relentless skirmisher who can engage, burst, and disengage on a much shorter cycle. The accelerated pace means her energy restores faster and her ultimate comes up often, letting her look for picks constantly instead of waiting for the perfect all-in. Her signature pattern is simple: hit a champion with her Q, proc the bonus damage with an auto, and use her shroud to dodge returns. In Mayhem, this loop happens faster and with less punishment. You still need to respect hard crowd control, but the mode's speed favors her aggressive style. She excels at weaving through chaotic fights, picking off low-health targets, and slipping away before the enemy can collapse. View champion guide

Synergy Mechanism: Trundle provides the disengage and sustain needed for a poke composition to function. He prevents enemies from all-in engaging onto his squishy mages, giving them time to reset cooldowns. Combo: The mages clear the wave and chip away at the enemy. If the enemy tries to engage via Snowball or dash, Trundle intercepts with Pillar to stop their momentum. He uses W to heal up any poke damage the team takes. Best Scenario: The enemy team is low on health from poke but tries to force a desperate all-in. Trundle locks them down at the tower line, allowing the mages to land the finishing burst. Enemy Answer: The enemy runs a hard-engage composition with multiple dashes (like Zac, Rakan, or Akali) that can bypass a single Pillar. They overwhelm the backline before Trundle can peel both sides. Failure Risk: Trundle gets caught by a long-range snare or stun (like a Morgana Q or Lux Q) at the start of the fight. Without his Pillar up, the enemy team runs over the immobile mages. Recovery: If caught out, Trundle should pop R immediately on the nearest enemy to tank the burst. He needs to buy seconds for his mages to unload their cooldowns. If he dies but the mages wipe the enemy, the trade is worth it. Required Team Functions

Trundle cannot cover engage or heavy poke. When drafting, the team must prioritize:

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

Sejuani Sejuani Sejuani T3
Tier
T3
Rank
#68
Win Rate
49.87%
Pick Rate
0.33%

Sejuani is a durable engage tank who starts fights, locks down priority targets, and gives her team a clear front line to play behind. Her signature pattern is simple: walk up with allies nearby, threaten crowd control, then commit when an enemy steps too far forward. In ARAM: Mayhem, the constant brawling makes her job easier to understand but harder to execute cleanly. You get more chances to force fights, but bad engages are punished fast, so look for clumped enemies, follow-up damage, or a teammate ready to dive with you before you go in. View champion guide

Ornn Ornn Ornn T3
Tier
T3
Rank
#85
Win Rate
49.54%
Pick Rate
0.57%

Ornn is a frontline tank who starts fights, soaks pressure, and turns narrow bridge space into a trap. His signature pattern is simple: slow the enemy approach, look for a knock-up angle, then punish anyone who stays too close after the engage. In ARAM: Mayhem, Ornn likes the constant brawling because teams group often and terrain pressure matters more. He is not a fast poke champion, so play around clean engages, follow-up crowd control, and durable builds that let you survive the first burst. If your team needs someone to walk forward first, Ornn is usually happy to take that job. View champion guide

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

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

Hard Engage Champions (e.g., Malphite, Ornn, Sejuani, Leona)

Trundle lacks a gap-closer outside of walking or Snowball. Hard engage champions force the enemy to burn cooldowns and group up, which sets up Trundle’s Pillar and ultimate timing perfectly.

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

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

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

Jhin Jhin Jhin T4
Tier
T4
Rank
#124
Win Rate
47.86%
Pick Rate
1.21%

Jhin the Virtuoso Jhin is a slow, methodical marksman who turns every fourth shot into a critical strike. He does not attack fast. He attacks once, reloads, and makes that shot count. In ARAM: Mayhem, that rhythm stays the same, but the damage numbers and ability haste make him far more dangerous. You are not kiting constantly. You are setting up kills with W, trapping the lane with E, and finishing low-health enemies from across the map with your ultimate. His role is artillery and execution. You stay at the edge of fights, root targets for your team, and use R to snipe anyone who tries to escape. The Mayhem environment favors his long-range tools. Abilities come up faster, so your root and trap uptime improves significantly. You still reload after four shots, but the downtime matters less when your W and E are ready again. What changes here is how often you can influence the fight without auto-attacking. In normal ARAM, Jhin struggles when teams dive him or when he cannot set up traps in advance. Mayhem's pacing lets you throw traps mid-fight more often and root fleeing enemies before they reach cover. You still need protection from assassins and divers, but your ability to punish mistakes from range goes up. Play for the fourth shot, land your W on rooted or slowed targets, and save R for the moment enemies drop below half health. View champion guide

Protect-the-Carry Marksmen (e.g., Jinx, Kog'Maw, Jhin)

These hyper-carries need a bodyguard. Trundle is one of the best peelers in Mayhem because Chomp effectively removes the enemy AD carry’s damage for a few seconds, and Pillar creates massive terrain in a single-lane environment.

Trundle ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role and TempoFunctions as an opportunistic bruiser or counter-engager who waits for enemies to overextend, looking for Pillar catches and scaling with items.Becomes a permanent engage threat who creates mistakes instead of waiting for them, forcing fights constantly with accelerated power spikes.Shift from patient opportunism to relentless aggression to leverage the mode's faster pace.
Pillar UsageHolding Pillar for perfect angles to cut off retreats or peel assassins is essential due to the long cooldown and high stakes.Throw Pillars more freely to create pressure; a mediocre Pillar forcing a Flash is a win when cooldowns return quickly.Stop waiting for perfect Pillars; frequent disruption beats holding E for ideal angles.
Snowball RiskFailed engages often mean dying for nothing, losing ground and hurting the team, making caution and target selection critical.Reduced punishment for bad engages due to faster respawns and accelerated gold allows taking risks that force enemy cooldowns.Take aggressive Snowball risks you would never attempt in standard ARAM.
Ultimate TargetingTypically ult the tankiest enemy at the fight's start to steal maximum resistances and survive for your team.Higher damage means ulting early risks getting burst down; sometimes ult the closest target to secure a kill quickly.Read fights faster and ult for immediate impact rather than maximum stat steal.
Augment FlexibilityPower curve is fixed with standard builds; adaptation happens only at the margins with the same core items every game.Augments can patch weaknesses or amplify strengths dramatically, allowing fundamental playstyle changes based on what you roll.Build around your augments rather than following a static guide every game.

Champion Analysis

Role / Current performance

Overview

Trundle the Troll King serves as a frontline tank with attribute theft and terrain control capabilities in Hextech Mayhem, making him one of the most frustrating tanks to face in the mode. His dramatically reduced cooldowns allow him to frequently steal enemy stats and disrupt enemy formations, turning prolonged engagements in his favor through sustained combat prowess. His gameplay centers on three interconnected mechanics that define his strategic value. Chomp serves as his primary damage tool, dealing significant damage while stealing attack damage from targets, which progressively weakens enemy carries through frequent use. Frozen Domain creates a frost zone that grants Trundle bonus attack speed, movement speed, and health regeneration, enabling him to contest and control key areas of the map. Pillar of Ice becomes devastatingly powerful in Hextech Mayhem's narrow corridors, capable of splitting enemy formations, interrupting enemy engages, and blocking escape routes. This terrain control element makes Trundle particularly effective at exploiting the confined spaces characteristic of ARAM gameplay. Subjugate stands as Trundle's defining skill, stealing a massive amount of armor and magic resistance from enemy tanks or fighters to instantly dismantle their frontline defenses. This ultimate ability allows Trundle to neutralize enemy frontline strength while simultaneously bolstering his own survivability, creating a powerful swing in teamfight dynamics. Trundle's core identity combines sustained fighting capability with progressive enemy weakening. Rather than relying on burst damage or crowd control chains, he excels at extended engagements where his attribute theft compounds over time. Each successful Chomp makes subsequent trades more favorable, while Frozen Domain allows him to sustain through damage that would eliminate other champions. His ability to steal defensive stats from enemy tanks creates unique strategic opportunities, allowing his team to shred through normally durable frontline champions. His recommended builds focus on health and resistances to maximize survivability and team contribution, reinforcing his role as a sustained frontline presence. Trundle's strategic value lies in his capacity to control space through Pillar of Ice, weaken priority targets through repeated attribute theft, and dismantle enemy defensive lines with Subjugate, making him a versatile pick for teams needing both frontline stability and utility in extended teamfights.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Trundle thrives in messy, extended brawls where he can stat-check opponents, but in Mayhem's high-damage environment, you cannot engage blindly. Use Snowball to mark targets without always dashing immediately, as holding the mark forces enemies back and creates space for your team to poke. When you commit, land Chomp immediately to slow attack speed and movement, making it difficult for enemies to trade back. Against enemy tanks like Ornn or Malphite, engaging on them is valid because your ultimate steals their resistances, turning their strength into your team's advantage. The single-lane format makes Frozen Domain and Pillar of Ice devastating. A well-placed Pillar forces enemies into a "choose one side" scenario where they either get funneled into your team's damage or waste time pathing around it. Place offensive Pillars behind the enemy you are chasing, not directly on top unless they are stunned, since they can walk off before the knockback registers. For defensive Pillars, drop it directly on yourself or the enemy diver to disrupt dashes and create a barrier that blocks skillshots. Use Pillar to split the enemy team, separating supports from carries to create collapse windows. Always drop Frozen Domain before placing Pillar or auto-attacking, as the attack speed, movement speed, and healing boost are too massive to ignore. Trundle's target priority shifts based on who is the biggest stat threat, not just lowest health. Use Subjugate on targets with the highest defensive stats, as ulting a squishy ADC gains very little while ulting a tank or bruiser makes you nearly unkillable. In dive scenarios, ignore the enemy support unless they are the only target in range and stick to the enemy carry, using Chomp's attack speed slow to neutralize ADC damage. Do not throw Snowball the moment it comes off cooldown. Wait for enemies to use key crowd control, as dashing into abilities like Morgana binding or Janna tornado means instant death. A strong tactic is walking up, tanking poke, then throwing Snowball when enemies commit to the chase. Once they overextend, dash to the marked target, activate W and R, and force a fight under your tower. Trundle excels at sieging but struggles defending against long range. When pushing, walk forward with minions, drop W for team movement speed, and use Pillar to zone enemy wave clear. When defending, let the wave come closer to your tower rather than clearing with auto-attacks alone, which exposes you to too much poke. Only dive towers when R is active, as stolen resistances allow you to tank extra shots. Coordinate by going in first to draw aggro, popping R on the target, and using Pillar to prevent them from running circles around the structure. Trundle is one of the best counter-engage champions. Against hard engage compositions, hold Pillar for when enemies dash in, then place it on their follow-up teammates to isolate the engager. Use Chomp on enemy divers to ruin assassins and bruisers who rely on auto-attack resets. When behind, shift from dive bruiser to utility tank, peeling for your damage dealers, using R on enemy tanks to strip their defenses, and looking for picks on low-health enemies who wander too close.

Read full guide

Playstyle Guide

Playstyle / Team structure

Play guide

Trundle the Troll King operates as a front-line brawler who transitions from careful early trading to an aggressive mid-game initiator before settling into a disruptive late-game role. In the early levels, he should position near the front but avoid hard committing until Pillar of Ice is available. His early damage is high when he can land autos, but he is vulnerable to kiting. Using brush to break line of sight lets him step out for quick trades with Chomp active, then retreat to drop minion aggro. Snowball serves as his primary gap-closer and bait tool rather than a damage spell. Landing a mark creates pressure; waiting a split second before dashing can force enemies to burn cooldowns in panic, allowing Trundle to choose not to dash and save himself while their abilities go on cooldown. Wave management depends on team composition. With strong early poke, he helps shove the wave under the enemy tower to force missed cannons. With a weak early team, he lets the wave come to him and uses Pillar to set up catches. Getting ahead opens engage opportunities on the enemy carry with Snowball into Pillar, while falling behind means playing near his tower and using Pillar strictly to peel divers. His first augment should influence his aggression level, with damage or attack speed augments encouraging forward play and defensive or sustain augments allowing him to tank more hits. The mid-game represents his power spike where he shifts from passive brush camper to primary initiator or counter-initiator. He should identify the enemy's biggest physical damage threat as his target, as Chomp steals attack damage and lets him win stat-check duels against melee carries and bruisers. Snowball starts fights while Pillar is saved for disengage or follow-up. A common mistake is throwing everything at once; instead, he should Snowball in, auto with Chomp, then place Pillar behind the enemy to cut off retreat. Subjugate makes him incredibly tanky when used on the enemy frontline, stealing their resistances and allowing him to walk into the backline. Augments that boost healing synergize with Frozen Domain, creating a massive sustain zone to fight on top of, though Grievous Wounds requires more careful play. In late-game team fighting, Trundle's role shifts to disruptor and debuffer. He positions between enemy engage tools and his carries, looking for overcommitting frontline enemies to target with Subjugate. This turns their tankiness into his own, neutralizing their front line. Snowball becomes primarily a repositioning tool to respond to assassins jumping on carries. Pillar of Ice is his most valuable late-game tool, capable of winning fights when used correctly at choke points or narrow corridors to split the enemy team. Against double or triple AP compositions, he needs magic resistance since Subjugate does not make him immune to burst. Against heavy AD compositions, he becomes a monster who can run at enemies, steal their stats, and tank tower shots to help his team end the game.

Read full guide

Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Trundle transforms from a nuisance into a raid boss when playing from ahead. After securing early kills, tower advantage, or strong combat augments, his win condition shifts from peeling for carries to running at enemies and forcing bad fights. The enemy team must respect his zone or lose their frontliner entirely. Trundle should use his lead to invade enemy space, forcing opponents to back or risk feeding shutdown gold. When enemies stay, he all-ins; when they back, he takes tower plates or sets up dives. Subjugate becomes Trundle's win-more button when ahead. Targeting the enemy frontline with his ultimate steals resistances from tanks who are already behind, turning them paper-soft and allowing his team to delete them quickly. He should not waste his ultimate on squishy supports who would die anyway. Building to sustain through panic damage is essential, as enemies will focus him out of desperation. Items combining damage with tankiness let him shrug off burst and keep swinging. Trundle's main weakness when ahead is getting kited. Augments adding gap-close, slow immunity, or movement speed fix this problem. Tenacity or slow resistance allows him to walk through peel tools, while damage reduction on crowd control helps him shrug off stuns and keep closing distance. Throws happen when Trundle dives without backup, disrespects burst windows from high-damage enemies, or overstays after winning fights instead of resetting with gold. When playing from behind, Trundle loses his ability to brute-force fights. His role changes from carrying fights to making the enemy carry's life miserable through disruption. Pillar of Ice becomes his most valuable tool for cutting off enemy divers or creating escape paths for carries. A well-placed pillar can save teammates even when Trundle cannot win duels. He should use Subjugate on the biggest threat rather than the biggest tank, as stealing resistances from a tank without damage to kill them is wasteful. Ulting the enemy carry makes them squishier for his team while the heal helps him survive long enough to disrupt their rhythm. Building full tank and utility is correct when behind, as damage items are a trap without gold for meaningful spikes. Resistance items let him survive initial burst and use abilities twice. Defensive or utility augments in later selections provide healing, shielding, or damage reduction that synergize with his W and Subjugate, letting him sustain through fights even when out-leveled. Unrecoverable fights happen when forcing even fights while behind in gold, chasing enemies into fog, failing to communicate Subjugate targets, or walking into lost fights one by one. Trundle has decent catch-up potential because his utility does not scale with gold. A behind Trundle still slows, blocks paths, and steals resistances. By stopping attempts to carry and instead supporting, he can stabilize the game and punish enemy overconfidence with pillar plays into towers. Mayhem games swing fast, and one good fight can erase a ten-kill deficit.

Read full guide

Champion Background

Lore / Identity / Text block

Background copy

Trundle thrives in Mayhem because the mode's constant fighting keeps his stat-stealing and sustain running at full tilt. He is not a burst assassin but rather a drain-tank duelist who becomes unkillable if the enemy lets him walk onto them. Every ability either makes Trundle tankier or makes the enemy weaker, so his job is to force extended fights where those bonuses stack up. King's Tribute, his passive, heals Trundle whenever an enemy unit dies near him, scaling with the target's maximum health. The non-stop wave clearing and teamfighting in Mayhem means this passive is almost always active. Trundle often heals significantly just from standing near the minion wave while trading poke. If the enemy team has heavy poke, simply staying in experience range and letting minions die can keep his health pool stable without using abilities. In early fights, the first minion wave serves as a health pack, and the passive healing often cancels out a surprising amount of early damage if enemies focus Trundle while their minions are dying. Chomp serves as Trundle's primary trading tool, functioning as an auto-attack reset that steals attack damage from the target. In Mayhem's accelerated pace, the attack damage steal is effectively permanent because fights last long enough or start again before the stat swap reverts. Trundle hits harder while the enemy hits weaker, which is devastating against AD bruisers or marksmen. Using Chomp on a minion during a fight is a disaster, as Trundle loses the damage burst, the slow, and the damage steal on the enemy champion. Frozen Domain acts as Trundle's engagement button, providing movement speed, attack speed, and increased healing from all sources while he stands on the frozen zone. The cooldown is relatively short, so Trundle can often have it available for every major skirmish. It forces enemies to either fight on his terms or run out of the circle. Casting Frozen Domain when about to be hard crowd-controlled wastes the uptime, and placing it too early alerts enemies, giving them time to reposition. Pillar of Ice is Trundle's most skill-expressive ability. In the narrow ARAM lane, a well-placed pillar can completely block a path or separate a team. Trundle can use it to cut off escape routes, pin enemies against walls, or peel for carries. A bad pillar can actively harm the team by blocking allies from reaching targets or trapping low-health teammates with enemies. Subjugate turns Trundle into a raid boss by draining health, armor, and magic resist from an enemy champion. In Mayhem, where stats are high and fights are frequent, stealing a tank's resistances or a bruiser's durability makes Trundle nearly unkillable for the duration. The ability should be used as soon as Trundle commits to a fight rather than saved for an execute, as the stat steal makes him tankier immediately. Using Subjugate on a target about to die or one that instantly runs away wastes the potential, and using it on a support with low resistances gives almost nothing, leaving Trundle vulnerable to actual damage threats.

Read full guide

Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Trundle in Mayhem ARAM requires a fundamental shift from Summoner's Rift habits, as he functions as a stat-checking raid boss rather than a split-pusher. Most losses occur when players treat him as a generic tank or misuse his ultimate on inappropriate targets. Mechanical mistakes center on ability timing and placement. Casting Chomp on minion waves during champion trades sacrifices the attack damage buff and bonus AD from the reset, significantly reducing all-in damage. Players should hold Chomp for champion trades or use it to last-hit cannon minions and reset attack timers. Placing Frozen Domain too early or far from the actual fight causes Trundle to lose attack speed, movement speed, and healing bonuses while chasing or kiting. The correct approach waits for engagement to lock down, then drops the ice field where the fight will occur. Whiffing Pillar of Ice by placing it directly on moving targets wastes mana and leaves Trundle vulnerable to counter-dives. Instead, placing the pillar slightly ahead of the enemy's path or between them and their escape route creates effective choke points. Using Subjugate on low-health targets or supports with minimal resistances steals almost no defensive stats, leaving Trundle squishy. The ultimate should target enemies with the highest defensive stats or biggest front-line threat at the start of major fights. Decision mistakes involve engagement timing and target prioritization. Using Snowball to engage into full enemy teams with heavy crowd control often results in instant death before abilities can activate. Players should use Snowball to dodge skill shots or gap-close onto squishy targets that have already expended escapes. Chasing low-health enemies deep into enemy territory while teammates are dead or retreating leads to overextension and collapse. Players should secure objectives, hit towers, and heal on waves instead. Building full damage when the team lacks a frontline causes Trundle to be burst down instantly in Mayhem mode's inflated damage environment. Hybrid tank or pure tank items scale effectively with his ultimate's stat steals. Ignoring true damage or percent-health threats like Vayne, Darius, or Master Yi leads to rapid deaths since true damage bypasses stolen resistances. Building health items and saving Pillar to disrupt their attack flow provides better survival. Fighting outside Frozen Domain constantly reduces Trundle to a slow, low-damage melee unit, as his power budget relies heavily on the zone's stat bonuses. Trundle wins by forcing unfair fights on his terms, creating zones where he is faster and stronger, stripping enemy frontline tankiness, and blocking retreats with well-placed pillars. Every mistake stems from fighting on enemy terms rather than his own.

Read full guide

FAQ

Trundle

FAQ

Is Trundle strong in ARAM: Mayhem? He is a niche but powerful pick into the right team compositions. Trundle excels against double-tank or melee-heavy lineups where his ultimate and pillar can dictate positioning. He struggles against heavy poke or kite-heavy teams that can play around his limited engage range. What is Trundle's win condition in Mayhem? Your job is to create chaos in the enemy backline and shred frontline tanks. Use Snowball to gap close, then drop your pillar to cut off escape routes or isolate a high-value target. Once you stick to a squishy target, your attack speed steroid and damage amplification make it very hard for them to survive. How do I use Chomp (Q) effectively? Use it to last-hit minions for gold and to reduce the enemy's attack damage during trades. The attack damage reduction is most effective against auto-attack reliant champions like Jinx or Yasuo. Try to weave auto-attacks between Chomps to maximize your damage output and sustain.

Read full guide

Latest Guides

Latest Blog Guides

Blog articles