ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T2 Rank #53

Caitlyn ARAM Mayhem Build & Best Augments

Caitlyn role and playstyle: baseline role is AD marksman, 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 long-range poke. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Low to medium execution: easy to start, but better movement, spacing, and combo timing raise the ceiling. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Caitlyn Caitlyn the Sheriff of Piltover Mage / Marksman
TierT2
Rank#53
Win Rate51.42%
Pick Rate1.21%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

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

+25% Attack Speed +45 Move Speed

Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

Win Rate52.97%
Pick Rate16.34%
#2
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate48.02%
Pick Rate8.84%
#3
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.

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

+25% Attack Speed +45 Move Speed

Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

Win Rate54.52%
Pick Rate4.47%

Situational itemstop 12

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

+25% Attack Speed +45 Move Speed

52.15%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

53.40%
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

51.46%
Rapid Firecannon Rapid Firecannon Rapid Firecannon
Total Price
2,650
Price
850

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

51.51%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.

51.90%
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.

52.40%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

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

54.51%
Hexoptics C44 Hexoptics C44 Hexoptics C44
Total Price
2,800
Price
275

+55 Attack Damage +25% Critical Strike Chance Magnification Deal up to 10% increased damage with Attacks, based on how far away the enemy is (max damage at 500 range). Arcane Aim When a champion that you damaged within 3 seconds dies, gain 100 additional attack range for 8 seconds.

55.87%
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.

49.77%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.

49.92%
Stormrazor Stormrazor Stormrazor
Total Price
3,200
Price
700

+50 Attack Damage +20% Attack Speed +25% Critical Strike Chance Energized Moving and Attacking generates an Energized Attack. Bolt Your Energized Attack applies bonus magic damage and grants 45% Movement Speed for 1.5 seconds.

53.72%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

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

50.62%

Starting items

B. F. Sword B. F. Sword B. F. Sword
Total Price
1,300
Price
1,300

+40 Attack Damage

52.79%
B. F. Sword B. F. Sword B. F. Sword
Total Price
1,300
Price
1,300

+40 Attack Damage

53.23%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

53.23%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

51.61%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

51.61%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

51.61%

Core items

#1
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate45.61%
Pick Rate28.90%
#2
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

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

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

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

+25% Attack Speed +45 Move Speed

Win Rate47.70%
Pick Rate7.89%
#3
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

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

+25% Attack Speed +45 Move Speed

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

Win Rate49.07%
Pick Rate6.02%

Situational itemstop 12

The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

48.31%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

47.58%
Axiom Arc Axiom Arc Axiom Arc
Total Price
2,750
Price
363

+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.

47.06%
Rapid Firecannon Rapid Firecannon Rapid Firecannon
Total Price
2,650
Price
850

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

46.54%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

50.66%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.

49.74%
Hubris Hubris Hubris
Total Price
2,950
Price
900

+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.

50.42%
Edge of Night Edge of Night Edge of Night
Total Price
3,000
Price
850

+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.

50.09%
Hexoptics C44 Hexoptics C44 Hexoptics C44
Total Price
2,800
Price
275

+55 Attack Damage +25% Critical Strike Chance Magnification Deal up to 10% increased damage with Attacks, based on how far away the enemy is (max damage at 500 range). Arcane Aim When a champion that you damaged within 3 seconds dies, gain 100 additional attack range for 8 seconds.

57.27%
Serpent's Fang Serpent's Fang Serpent's Fang
Total Price
2,500
Price
625

+55 Attack Damage 15 Lethality Shield Reaver Damaging an enemy champion reduces Shields they gain by % for 3 seconds. If they were not already affected by Shield Reaver, reduce Shields on them by %.

49.06%
Ionian Boots of Lucidity Ionian Boots of Lucidity Ionian Boots of Lucidity
Total Price
900
Price
350

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

49.23%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

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

46.58%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

48.20%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

48.20%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

48.20%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

49.22%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

49.22%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

50.12%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

50.12%

Core items

#1
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate50.96%
Pick Rate10.68%
#2
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate55.49%
Pick Rate2.98%
#3
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

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

+25% Attack Speed +45 Move Speed

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

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

Win Rate48.03%
Pick Rate2.87%

Situational itemstop 12

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

+25% Attack Speed +45 Move Speed

53.88%
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.

55.68%
Kraken Slayer Kraken Slayer Kraken Slayer
Total Price
3,000
Price
325

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

51.37%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage

54.42%
Runaan's Hurricane Runaan's Hurricane Runaan's Hurricane
Total Price
2,650
Price
850

+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.

56.70%
The Collector The Collector The Collector
Total Price
3,000
Price
525

+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.

53.38%
Lord Dominik's Regards Lord Dominik's Regards Lord Dominik's Regards
Total Price
3,300
Price
550

+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.

51.97%
Phantom Dancer Phantom Dancer Phantom Dancer
Total Price
2,650
Price
950

+65% Attack Speed +25% Critical Strike Chance +10% Move Speed Spectral Waltz Become Ghosted.

57.63%
Yun Tal Wildarrows Yun Tal Wildarrows Yun Tal Wildarrows
Total Price
3,100
Price
850

+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.

55.76%
Rapid Firecannon Rapid Firecannon Rapid Firecannon
Total Price
2,650
Price
850

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

51.65%
Mortal Reminder Mortal Reminder Mortal Reminder
Total Price
3,000
Price
150

+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.

58.12%
Bloodthirster Bloodthirster Bloodthirster
Total Price
3,400
Price
325

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

56.44%

Starting items

B. F. Sword B. F. Sword B. F. Sword
Total Price
1,300
Price
1,300

+40 Attack Damage

52.08%
B. F. Sword B. F. Sword B. F. Sword
Total Price
1,300
Price
1,300

+40 Attack Damage

50.88%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

50.88%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

55.94%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

55.94%

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
56.93%
Pick Rate
5.37%
Games
1,897

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

View augment details
GoldT156.93%5.37%1,897
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
55.82%
Pick Rate
23.37%
Games
8,253

Critical strikes against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 20 – 100 (based on level) magic damage (4 second cooldown). Additionally, gain 25% critical strike chance .

View augment details
GoldT155.82%23.37%8,253
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
54.70%
Pick Rate
9.25%
Games
3,267

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

View augment details
GoldT154.70%9.25%3,267
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
54.46%
Pick Rate
8.35%
Games
2,947

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
GoldT154.46%8.35%2,947
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
53.88%
Pick Rate
5.36%
Games
1,893

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT153.88%5.36%1,893
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
53.63%
Pick Rate
7.11%
Games
2,510

Gain 15% omnivamp .

View augment details
SilverT153.63%7.11%2,510
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
53.44%
Pick Rate
11.15%
Games
3,937

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
PrismaticT153.44%11.15%3,937
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.11%
Pick Rate
8.19%
Games
2,892

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
PrismaticT153.11%8.19%2,892
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
52.54%
Pick Rate
15.91%
Games
5,620

Grants 60% bonus attack speed .

View augment details
SilverT152.54%15.91%5,620
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
52.26%
Pick Rate
20.82%
Games
7,352

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT152.26%20.82%7,352
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
52.15%
Pick Rate
12.01%
Games
4,240

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
GoldT152.15%12.01%4,240
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.93%
Pick Rate
9.01%
Games
3,181

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
PrismaticT151.93%9.01%3,181
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.90%
Pick Rate
12.95%
Games
4,574

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
PrismaticT151.90%12.95%4,574
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.65%
Pick Rate
14.01%
Games
4,947

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT151.65%14.01%4,947
Critical Rhythm Critical Rhythm Critical Rhythm Gold
Rarity
Gold
Tier
T1
Win Rate
51.53%
Pick Rate
17.57%
Games
6,204

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

View augment details
GoldT151.53%17.57%6,204
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
51.06%
Pick Rate
7.75%
Games
2,736

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
GoldT151.06%7.75%2,736
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
50.91%
Pick Rate
10.08%
Games
3,559

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
SilverT150.91%10.08%3,559
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
50.91%
Pick Rate
5.92%
Games
2,090

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
GoldT150.91%5.92%2,090
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
50.28%
Pick Rate
12.24%
Games
4,324

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT150.28%12.24%4,324
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
50.19%
Pick Rate
7.40%
Games
2,614

Grants 18% armor penetration and magic penetration .

View augment details
GoldT150.19%7.40%2,614
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
49.92%
Pick Rate
14.93%
Games
5,274

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 .

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SilverT149.92%14.93%5,274
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
49.82%
Pick Rate
7.04%
Games
2,485

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

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GoldT149.82%7.04%2,485
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
48.78%
Pick Rate
8.46%
Games
2,987

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.

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GoldT148.78%8.46%2,987
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
48.51%
Pick Rate
15.40%
Games
5,438

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

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SilverT148.51%15.40%5,438
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
48.29%
Pick Rate
4.98%
Games
1,758

Gain the Conqueror and Lethal Tempo keystone runes.

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PrismaticT148.29%4.98%1,758
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
58.77%
Pick Rate
1.99%
Games
701

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

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PrismaticT258.77%1.99%701
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
57.54%
Pick Rate
1.31%
Games
464

Gain 2 Stat Anvils .

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SilverT257.54%1.31%464
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
57.33%
Pick Rate
3.17%
Games
1,118

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% .

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SilverT257.33%3.17%1,118
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
57.24%
Pick Rate
2.85%
Games
1,008

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

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GoldT257.24%2.85%1,008
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
57.14%
Pick Rate
2.68%
Games
945

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

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GoldT257.14%2.68%945
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
55.47%
Pick Rate
2.90%
Games
1,024

Gain 1750 upon acquiring this augment.

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GoldT255.47%2.90%1,024
Draw Your Sword Draw Your Sword Draw Your Sword Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.90%
Pick Rate
1.39%
Games
490

Become melee , modifying your attack range to 200 units. Additionally, gain 30% bonus attack damage , 25% bonus attack speed , 30% bonus health , 25% bonus movement speed , and 20% life steal. These bonuses are increased by 0% – 30% (based on champion's default attack range). This augment is only available for ranged champions.

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PrismaticT254.90%1.39%490
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
54.53%
Pick Rate
2.34%
Games
827

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

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SilverT254.53%2.34%827
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.96%
Pick Rate
1.11%
Games
391

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
PrismaticT253.96%1.11%391
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
53.13%
Pick Rate
1.09%
Games
384

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

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PrismaticT253.13%1.09%384
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
53.10%
Pick Rate
1.19%
Games
420

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.

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SilverT253.10%1.19%420
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
52.90%
Pick Rate
2.15%
Games
758

Increases attack damage by 20% .

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SilverT252.90%2.15%758
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
52.73%
Pick Rate
0.93%
Games
330

Gain 50 bonus movement speed and 40% slow resist .

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SilverT252.73%0.93%330
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
52.70%
Pick Rate
1.57%
Games
556

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 .

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GoldT252.70%1.57%556
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
52.58%
Pick Rate
4.51%
Games
1,592

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

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GoldT252.58%4.51%1,592
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
52.09%
Pick Rate
1.83%
Games
645

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.

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GoldT252.09%1.83%645
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
51.90%
Pick Rate
2.01%
Games
711

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 .

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GoldT251.90%2.01%711
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
51.86%
Pick Rate
1.06%
Games
376

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 ).

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SilverT251.86%1.06%376
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
51.08%
Pick Rate
4.47%
Games
1,580

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

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GoldT251.08%4.47%1,580
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
50.24%
Pick Rate
2.32%
Games
820

Grants 50% critical strike chance .

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GoldT250.24%2.32%820
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.38%
Pick Rate
2.99%
Games
1,055

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

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PrismaticT249.38%2.99%1,055
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
49.21%
Pick Rate
1.08%
Games
382

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 .

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PrismaticT249.21%1.08%382
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
49.20%
Pick Rate
3.19%
Games
1,126

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).

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GoldT249.20%3.19%1,126
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
49.10%
Pick Rate
1.42%
Games
501

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

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GoldT249.10%1.42%501
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
48.96%
Pick Rate
0.95%
Games
335

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

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SilverT248.96%0.95%335
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
48.81%
Pick Rate
1.90%
Games
670

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).

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GoldT248.81%1.90%670
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
48.41%
Pick Rate
0.98%
Games
347

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

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SilverT248.41%0.98%347
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
48.38%
Pick Rate
1.14%
Games
401

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.

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GoldT248.38%1.14%401
ReEnergize ReEnergize ReEnergize Silver
Rarity
Silver
Tier
T5
Win Rate
48.07%
Pick Rate
3.37%
Games
1,190

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

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SilverT248.07%3.37%1,190
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
47.78%
Pick Rate
1.91%
Games
676

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.

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GoldT247.78%1.91%676
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
47.68%
Pick Rate
1.47%
Games
518

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%.

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GoldT247.68%1.47%518
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.41%
Pick Rate
1.31%
Games
464

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.

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PrismaticT247.41%1.31%464
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.26%
Pick Rate
0.93%
Games
328

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

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PrismaticT247.26%0.93%328
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
47.22%
Pick Rate
4.38%
Games
1,548

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.

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GoldT247.22%4.38%1,548
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
46.69%
Pick Rate
3.03%
Games
1,071

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

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GoldT246.69%3.03%1,071
Trueshot Prodigy Trueshot Prodigy Trueshot Prodigy Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.56%
Pick Rate
2.20%
Games
777

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

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PrismaticT245.56%2.20%777
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
45.47%
Pick Rate
1.84%
Games
651

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

View augment details
PrismaticT245.47%1.84%651
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
45.34%
Pick Rate
1.64%
Games
580

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

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GoldT245.34%1.64%580
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
44.00%
Pick Rate
2.43%
Games
859

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
GoldT244.00%2.43%859
Clown College Clown College Clown College Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
56.60%
Pick Rate
0.30%
Games
106

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.

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PrismaticT356.60%0.30%106
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
56.43%
Pick Rate
0.68%
Games
241

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.

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PrismaticT356.43%0.68%241
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
56.31%
Pick Rate
0.58%
Games
206

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
SilverT356.31%0.58%206
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
55.44%
Pick Rate
0.81%
Games
285

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:?

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PrismaticT355.44%0.81%285
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
54.92%
Pick Rate
0.35%
Games
122

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
GoldT354.92%0.35%122
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
54.68%
Pick Rate
0.39%
Games
139

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
GoldT354.68%0.39%139
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
54.42%
Pick Rate
0.64%
Games
226

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
PrismaticT354.42%0.64%226
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
54.31%
Pick Rate
0.33%
Games
116

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
SilverT354.31%0.33%116
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
53.68%
Pick Rate
0.54%
Games
190

Grants 3 random Dragon Souls .

View augment details
PrismaticT353.68%0.54%190
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.75%
Pick Rate
0.62%
Games
218

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
PrismaticT352.75%0.62%218
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
51.02%
Pick Rate
0.56%
Games
196

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

View augment details
SilverT351.02%0.56%196
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
50.73%
Pick Rate
0.58%
Games
205

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
GoldT350.73%0.58%205
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
50.35%
Pick Rate
0.40%
Games
143

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

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GoldT350.35%0.40%143
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.32%
Pick Rate
0.41%
Games
146

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

View augment details
PrismaticT349.32%0.41%146
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
48.70%
Pick Rate
0.33%
Games
115

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

View augment details
PrismaticT348.70%0.33%115
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
47.86%
Pick Rate
0.66%
Games
234

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT347.86%0.66%234
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
47.81%
Pick Rate
0.65%
Games
228

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

View augment details
GoldT347.81%0.65%228
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
47.76%
Pick Rate
0.76%
Games
268

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
SilverT347.76%0.76%268
Wind Beneath Blade Wind Beneath Blade Wind Beneath Blade Silver
Rarity
Silver
Tier
T4
Win Rate
47.10%
Pick Rate
0.44%
Games
155

Gain 1. 5 bonus movement speed per 1 Lethality or flat magic penetration , and 5 bonus movement speed per 10% armor penetration or magic penetration .

View augment details
SilverT347.10%0.44%155
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
46.58%
Pick Rate
0.41%
Games
146

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

View augment details
SilverT346.58%0.41%146
Back to Basics Back to Basics Back to Basics Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
46.49%
Pick Rate
0.32%
Games
114

Your champion abilities deal 35% increased damage and you gain 70 ability haste and 35% increased healing and shielding from all sources, but your ultimate ability is permanently sealed .

View augment details
PrismaticT346.49%0.32%114
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
46.42%
Pick Rate
0.91%
Games
321

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

View augment details
SilverT346.42%0.91%321
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
46.30%
Pick Rate
0.31%
Games
108

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
SilverT346.30%0.31%108
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
46.10%
Pick Rate
0.44%
Games
154

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

View augment details
GoldT346.10%0.44%154
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
45.18%
Pick Rate
0.47%
Games
166

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
GoldT345.18%0.47%166
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
44.52%
Pick Rate
0.41%
Games
146

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
GoldT344.52%0.41%146
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
44.32%
Pick Rate
0.77%
Games
273

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

View augment details
GoldT344.32%0.77%273
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
43.75%
Pick Rate
0.45%
Games
160

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
GoldT343.75%0.45%160
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
43.60%
Pick Rate
0.49%
Games
172

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
PrismaticT343.60%0.49%172
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
43.23%
Pick Rate
0.54%
Games
192

Grants 60 ability haste .

View augment details
GoldT343.23%0.54%192
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
43.00%
Pick Rate
0.57%
Games
200

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

View augment details
GoldT343.00%0.57%200
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
40.27%
Pick Rate
0.42%
Games
149

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

View augment details
PrismaticT340.27%0.42%149
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
39.69%
Pick Rate
0.37%
Games
131

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
GoldT339.69%0.37%131
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
38.97%
Pick Rate
0.39%
Games
136

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
GoldT338.97%0.39%136
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
34.91%
Pick Rate
0.30%
Games
106

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

View augment details
GoldT334.91%0.30%106
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
62.26%
Pick Rate
0.15%
Games
53

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
GoldT462.26%0.15%53
Little Devil Little Devil Little Devil Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
60.38%
Pick Rate
0.15%
Games
53

你已与【大魔王】本尊签订了一个契约。他每秒汲取你?当前生命值,如果附近有敌人则提升至?当前生命值。作为回报,他会增幅你的攻击和技能以造成额外的?真实伤害,并且它们还会使生命残片出现在附近5秒。吸收一个生命残片会治疗你?生命值并为你提供持续1秒的?移动速度。被汲取的生命值:?已造成的伤害:?已获取的残片:?已回复的生命值:?周期性伤害有1.5秒冷却时间

View augment details
PrismaticT460.38%0.15%53
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
59.77%
Pick Rate
0.25%
Games
87

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
PrismaticT459.77%0.25%87
Don't Blink Don't Blink Don't Blink Silver
Rarity
Silver
Tier
T5
Win Rate
55.43%
Pick Rate
0.26%
Games
92

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

View augment details
SilverT455.43%0.26%92
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
51.79%
Pick Rate
0.16%
Games
56

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
PrismaticT451.79%0.16%56
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
51.61%
Pick Rate
0.18%
Games
62

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
GoldT451.61%0.18%62
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
50.85%
Pick Rate
0.17%
Games
59

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
SilverT450.85%0.17%59
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
50.62%
Pick Rate
0.23%
Games
81

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
SilverT450.62%0.23%81
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
50.00%
Pick Rate
0.23%
Games
82

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
GoldT450.00%0.23%82
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
48.08%
Pick Rate
0.29%
Games
104

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

View augment details
SilverT448.08%0.29%104
Kill Secured Kill Secured Kill Secured Silver
Rarity
Silver
Tier
T4
Win Rate
48.04%
Pick Rate
0.29%
Games
102

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

View augment details
SilverT448.04%0.29%102
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
47.83%
Pick Rate
0.26%
Games
92

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

View augment details
SilverT447.83%0.26%92
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.62%
Pick Rate
0.18%
Games
63

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

View augment details
PrismaticT447.62%0.18%63
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
47.06%
Pick Rate
0.24%
Games
85

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

View augment details
GoldT447.06%0.24%85
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.27%
Pick Rate
0.19%
Games
67

你的敌人消失信号将发射一个飞弹至被信号标记的位置,这个飞弹会对敌人造成? + 10%已损失生命值的魔法伤害并治疗友军? + 10%已损失生命值。

View augment details
PrismaticT446.27%0.19%67
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.87%
Pick Rate
0.22%
Games
78

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
PrismaticT444.87%0.22%78
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.81%
Pick Rate
0.30%
Games
105

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
PrismaticT443.81%0.30%105
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
41.58%
Pick Rate
0.29%
Games
101

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
PrismaticT441.58%0.29%101
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
41.05%
Pick Rate
0.27%
Games
95

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT441.05%0.27%95
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
40.95%
Pick Rate
0.30%
Games
105

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

View augment details
GoldT440.95%0.30%105
Poltergeist Poltergeist Poltergeist Silver
Rarity
Silver
Tier
T5
Win Rate
40.86%
Pick Rate
0.26%
Games
93

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

View augment details
SilverT440.86%0.26%93
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
40.00%
Pick Rate
0.23%
Games
80

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
PrismaticT440.00%0.23%80
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
39.76%
Pick Rate
0.24%
Games
83

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

View augment details
GoldT439.76%0.24%83
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
37.10%
Pick Rate
0.18%
Games
62

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
PrismaticT437.10%0.18%62
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
35.48%
Pick Rate
0.26%
Games
93

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
GoldT435.48%0.26%93

Caitlyn Skill Combos

Extracted from the skill order guide

Skill Order
RQWE

Normal order: R > Q > W > E.

RWQE

Consider R > W > Q > E when the game is clearly being played through traps.

RQWE

Take Q first, put early points into W when fights are trap-heavy, and leave E for last unless you are getting jumped every wave.

Caitlyn Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Caitlyn counters these champions in ARAM: Mayhem.

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

Sett Sett Sett T1
Tier
T1
Rank
#11
Win Rate
54.29%
Pick Rate
0.70%

Sett is a frontline bruiser who wins by walking into the fight, forcing someone to deal with him, then turning that pressure into a big counterpunch. He is simple to start: grab targets when they step too close, keep punching through the brawl, and save your hardest hit for the moment enemies commit into you. His signature pattern is all about timing. If Sett reaches the enemy backline or catches a diver near his team, he can start a fight fast and make the return damage hurt. In ARAM: Mayhem, the constant grouped fights give him more chances to find those scrappy moments, but they also punish bad entries harder. Go in when your team can follow, use the chaos to soak pressure, and do not waste your big turn-around tools before the enemy has actually committed. View champion guide

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

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

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

Twisted Fate Twisted Fate Twisted Fate T2
Tier
T2
Rank
#67
Win Rate
50.89%
Pick Rate
0.66%

Twisted Fate is a pick-focused control mage who wins fights by choosing the right card, landing safe poke, and punishing anyone who steps too far forward. His identity is simple: hold range, threaten a stun with Gold Card, and use his global pressure to turn messy skirmishes into clean picks.In ARAM: Mayhem, the map is faster and fights break out more often, so Twisted Fate plays less like a slow side-lane controller and more like a constant setup engine. Look for short trade windows, chain your crowd control with allies, and use your ultimate to arrive where the fight is already starting. If you waste your card or walk up without backup, he is easy to punish, so patience matters. View champion guide

Read counter details

Countered By

5

Caitlyn is countered by 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

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

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

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

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

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

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Caitlyn Team Comp Highlights

Partner patterns extracted from the team comp guide

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

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

Highest-value Trap Setup And Anti-dive Cover

Morgana gives Caitlyn two things she loves: a long pick threat and a defensive answer when divers try to bypass the front line. If Morgana lands binding, Caitlyn can place a trap at the target’s feet and turn one catch into a heavy punish. If enemies are waiting to Snowball or hard engage, Morgana’s spell shield style of protection can buy Caitlyn the space to keep shooting instead of instantly retreating.

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

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

Pick Pressure, Peel, And Emergency Reset

Thresh makes Caitlyn much harder to punish. His hook creates easy trap follow-up, his flay can interrupt divers, and his lantern gives Caitlyn a recovery route when she is forced too far forward for damage. This matters a lot because Caitlyn often wins by standing just close enough to threaten autos, which also puts her in range of sudden engage.

Maokai Maokai Maokai T2
Tier
T2
Rank
#50
Win Rate
51.87%
Pick Rate
0.71%

Maokai is a durable engage tank and zone-control pick who wins fights by making the enemy walk through bad terrain. He is easy to understand: throw saplings into bushes or choke points, punish anyone who steps too close, then start fights with reliable crowd control when your team is ready to follow. In ARAM: Mayhem, Maokai’s value comes from how messy and fast fights become. The single lane gives him natural choke points, and augments can push him toward harder frontline play, more annoying poke control, or stronger teamfight disruption. He is best when he plays patiently before the fight, controls space first, then commits once an enemy is trapped or separated. If he dives too early without follow-up, he can get burned down; if he waits for the right angle, he turns chaotic brawls into very simple catches. View champion guide

Frontline Control And Easy Trap Layering

Maokai gives Caitlyn a durable body in front and repeatable control points. His roots and knockback-style disruption make enemies stop where Caitlyn wants them to stop: inside her range and on top of traps. He also controls brushes and side paths, which makes it harder for assassins or bruisers to find a clean angle on Caitlyn.

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

Long-range Siege, Bind Into Trap, And Burst Finishing

Lux stacks range with Caitlyn. That sounds simple, but it is valuable because both champions punish enemies who step up to clear minions. Lux binding gives Caitlyn a clean trap placement, Lux poke softens targets for Caitlyn autos, and Caitlyn’s range protects Lux from having to stand too close to finish damage.

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

Anti-engage Peel And Safe Damage Uptime

Janna does not create the most explosive trap combos, but she makes Caitlyn’s best pattern much safer. Caitlyn wants to stand at the edge of danger and keep autoing. Janna punishes enemies who try to cross that edge with knock-up, slow, shield pressure, and disengage. The longer Caitlyn survives without giving ground, the more her range becomes a problem.

Caitlyn ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role and Win ConditionCaitlyn acts as a lane-control ADC who pushes waves, chips enemies under tower, and slowly grinds down structures with autos.She becomes a tempo control carry who must survive augmented engage tools first, then trap exits or kite backward depending on fight outcome.Prioritize staying alive over tower damage; respect enemy augments that close distance or survive burst.
Trap DisciplineTraps often get value from obvious choke points and random poke through the wave before fights fully start.Lazy trap use gets punished; hold traps to control enemy movement paths, retreat routes, or follow-up on confirmed crowd control.Save traps for real engages and enemy movement patterns, not random placement on cooldown.
Fight TempoShe wins through slow pressure, wave control, tower chip, and steady poke to build a lead over time.Windows compress; teams swing from losing poke to winning fights instantly via augments, requiring respect for sudden engages.Push with purpose, reset spacing before enemy engage returns, and never celebrate tower hits at the front.
Augment DecisionsStandard marksman damage builds work because she has time to scale and siege safely.Builds and augments must answer whether she can keep attacking; survival and reposition options often beat greedy damage.If the enemy has backline access, pick survival augments to play for the second half of fights.
Teamfight SpacingSpacing is mostly about staying behind the front line and using maximum range safely.Spacing becomes active; track who can reach you, plan retreat paths, and stay near peel rather than isolated at max range.Standing alone at maximum range is unsafe; stay near support or control mage for peel.
Snowball UsageMany Caitlyn players ignore Snowball or use it only defensively if they take it at all.Snowball becomes a critical reposition or follow-up tool, but aggressive use requires isolated or crowd-controlled targets.Use Snowball defensively to dodge bad zones or reposition; never replace basic spacing with it.

Champion Analysis

Role / Current performance

Overview

In Hextech Mayhem (ARAM) mode, Caitlyn the Sheriff of Piltover serves as a ranged ADC with exceptional attack range and excellent poke capabilities. She functions as a physical damage carry whose strategic value stems from her ability to deliver consistent damage from safety while providing zone control and disengage options for her team. Caitlyn's passive, Headshot, forms the foundation of her damage pattern by causing every few basic attacks to fire an empowered shot dealing bonus damage. This passive deals significantly increased damage against trapped or netted targets, giving Caitlyn excellent burst output when she combines abilities with auto-attacks. Her Q, Piltover Peacemaker, serves as her primary poke tool, firing a piercing energy beam that deals physical damage along its path, though damage falls off after the first target hit. This ability allows her to harass enemies from a distance and contribute to team fights without committing to dangerous positions. Her W, Yordle Snap Trap, deploys invisible traps that root and reveal enemies who step on them, providing valuable zone control in Hextech Mayhem. These traps synergize directly with her passive, creating opportunities for empowered Headshots on trapped targets while restricting enemy movement in the narrow ARAM lane. Her E, 90 Caliber Net, fires a net backward that pulls Caitlyn away while slowing the target hit, giving her excellent disengage capability and a reliable escape tool when enemies attempt to close the gap. Caitlyn's ultimate, Ace in the Hole, enters a targeting mode to fire a long-range bullet at a specific champion for massive physical damage. In Hextech Mayhem's long lanes, this ability's extreme range allows safe sniping from distance, enabling Caitlyn to eliminate low-health targets who might otherwise escape. Her combination of exceptional range, reliable disengage, and zone control through traps makes her one of the safest and most consistent ADC picks in Hextech Mayhem. Players should leverage her poke tools to wear down enemies before engagements, use traps to control key chokepoints, and position carefully to maximize her range advantage while preserving her escape option for emergency disengagement.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Caitlyn wins Mayhem fights by forcing enemies to walk through bad space rather than by blindly chasing kills. Success comes from keeping the wave moving, holding a safe line behind the frontline, and punishing champions who step into auto range without a clean path to reach you. The bridge functions as a shooting lane: if enemies must walk straight at Caitlyn, she is comfortable. If they can appear from fog, Snowball, or flank through a messy fight, the correct response is to slow the game down and reset spacing. Engage should start only when the first step is safe. Open with range by hitting the closest safe target when the enemy frontline is clearing the wave, rather than forcing the backline first. Pressure comes from making tanks and bruisers lose health before the real engage begins. Traps should shape the fight before it starts, placed where enemies must walk to reach you: in front of the minion wave, beside narrow choke points, near health relic paths, and behind your own frontline. A trap placed early is better than one dropped after a diver is already on top of you. Follow allied crowd control immediately by moving into a safe firing angle and punishing the locked target. The ultimate should serve as a finish or pressure tool, not the whole engage plan, cast when the enemy carry has used mobility or when the team controls the lane. Against divers, hold the net until the enemy commits. Once they spend their dash, Snowball recast, or hard engage tool, use net to create space and turn with a shot. Trapping your own feet against predictable dives can punish follow-through when retreating toward teammates. Kite toward damage sources rather than into empty lane, forcing the diver to stand in multiple sources of punishment. Do not panic-flash after every Snowball mark, as many players mark but cannot safely recast through traps, wave, and teammates. Spacing requires standing diagonally rather than directly behind the tank to avoid letting enemy poke and engage hit multiple people. Keep one retreat tile in mind before starting to auto-attack. Use minions as temporary cover but move with the wave as it advances and step back when it starts dying. Respect fog and brush even in a single lane, sending traps near the approach and letting a safer champion check first. Target priority defaults to the closest threatening champion, as forcing a bruiser to retreat can be as valuable as hitting a carry once. Swap to carries when their protection breaks. Track the champion who can actually reach you and build spacing around that threat first. With Snowball, take it aggressively only when the team is already moving, and use it to punish stranded targets with a clear exit plan. Play around augment conditions deliberately. Trigger offensive augments when enemies have spent their answer, and save defensive augment value for the second layer of engage. Adjust trap placement to match the augment plan: damage-focused choices create kill zones near allied crowd control, while survival-focused choices protect the retreat line. Push when enemy waveclear is weak or dead, pull back when your wave disappears, and freeze the pace when behind. Dive only after enemy engage tools are down, letting a tank or bruiser start first. When behind, stop trying to duel and instead build a defensive firing line with traps in front of your turret. The simple rule is making enemies cross the trap line, minion line, and teammate line before they reach you. If they cannot do that cleanly, Caitlyn takes over the lane with range and steady damage.

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Playstyle Guide

Playstyle / Team structure

Play guide

Caitlyn the Sheriff of Piltover controls ARAM: Mayhem fights through positioning discipline, trap placement, and understanding when to push advantages versus when to stall for safety. Her game plan unfolds across three distinct phases, each demanding different spacing and decision-making. During levels 1 through 6, Caitlyn should own the first screen without donating the first engage. She starts slightly behind her front line, close enough to hit safe targets but positioned near allied bodies rather than alone on open edges. Against hooks, long dashes, or Snowball divers, she plays one step behind her minion wave with escape angles ready. Her trading rhythm relies on short, repeatable exchanges: auto-attacking when enemies step up, poking when they are slowed or trapped, then backing off before retaliation lands. Traps belong where fights will happen, not randomly placed. Good early positions include behind minions against melee engage, near brush entrances, around health relic paths, and under or behind crowd-controlled targets. Snowball serves as a threat check and vision tool rather than an engage option for Caitlyn. She throws it to reveal or mark low-health targets but only takes the dash when the target is isolated, her team advances, and an exit exists. Early augments should help maintain range, fire more often, or survive hard dives. Pushing works when her team has stronger poke and protection; stalling becomes necessary when the frontline is low, support tools are on cooldown, or enemies have clean engage angles. From levels 7 through 11, Caitlyn transforms lane control into repeatable kill pressure. She positions in the second line, behind allied crowd control, beside trap lines, and near walls or lane edges that limit flanks. Her trap usage shifts toward converting allied crowd control into kills, placing them at targets' feet or on escape paths. She keeps one trap for self-protection against divers entering with Snowball or dashes. Snowball remains primarily a pressure and vision tool, with aggressive dashes reserved for moments when her frontline has committed and enemy crowd control is spent. Augment choices now define her spacing: attack-focused augments encourage sustained firing from behind her team, while burst-focused augments require waiting for guaranteed targets. Pushing hard after won trades or kills lets her trap sides and pressure structures safely. When ahead, she chokes the map by controlling relic areas and forcing enemies into bad choices. When behind, she narrows the fight near her tower with stacked traps around likely engage paths. From levels 12 onward, Caitlyn operates as the damage engine rather than seeking highlight engages. She positions behind whichever ally can peel best, rotating with their movement. Her trading rhythm prioritizes patience: taking safe autos, punishing trapped targets, and accepting lost autos if movement keeps her alive. Trap lines win late fights before they begin, placed across narrow approaches, in front of carries, around relics, and near structures when defending. Late-game Snowball should almost never be a blind dash, serving instead to threaten low-health targets, check brush, or mark divers for team tracking. Augment usage centers on the fight's win condition, whether that demands sustained attacks with peel, burst windows on controlled targets, or defensive baiting to draw and punish overcommits. Pushing happens when enemies are dead or zoned; stalling occurs when death would lose the game. Ahead, she closes cleanly without splitting attention between turrets, low-health enemies, and chases. Behind, she plays for one trapped target, keeping waves cleared and refusing low-value poke that costs health. Caitlyn wins when enemies must walk into her range, not when she walks into theirs.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Caitlyn the Sheriff of Piltover dominates ARAM: Mayhem by controlling space and punishing enemy movement, but her effectiveness depends entirely on positioning discipline and trap placement. When ahead, Caitlyn should turn the bridge into a shooting gallery by standing behind her frontline and forcing enemies to choose between walking through trap zones, taking poke damage, or engaging into prepared ground. Her lead grows when enemies lose health before fights start, burn engage tools early, or surrender space around the wave. She should place traps in enemy retreat paths, auto-attack from maximum range, and avoid chasing past her trap line unless her frontline is positioned between her and enemy damage dealers. When ahead, Caitlyn must hold her net against engage champions waiting for Snowball or hard commits rather than using it for damage. If enemies miss their first engage, she punishes with autos during their retreat. When allies land crowd control, she places traps where targets will try to exit rather than tunneling on headshot damage. She converts won fights through turret pressure rather than deep chases, hitting structures immediately when two or more teammates survive. For augments while ahead, Caitlyn should prioritize options that protect her firing window such as range, movement, shields, and anti-burst effects. Against heavy dive compositions, defensive augments prevent her from being erased before traps matter. If her team lacks engage, she chooses augments that control space safely rather than being the first body in. When behind, Caitlyn shifts from domination to clean damage output. She backs behind her minion wave, places traps defensively in paths divers must use, and treats every auto as a risk check. She stops using net aggressively, saving it for enemy commits and kiting toward her trap line and teammates. Wave clearing becomes her priority over champion trades, forcing enemies to choose between tanking turret pressure, overextending, or giving her time to scale. Behind Caitlyn prioritizes survival augments if she dies before dealing damage, as shields, damage reduction, and mobility cover her need for time and distance. Against a single fed enemy carry, she chooses tools that let her survive long enough to punish their approach. When her team has no peel, she builds augments that let her create separation after enemies commit. Caitlyn throws leads by standing in front of her traps, taking isolated side angles without knowing where engage threats are, or ulting at fight start instead of finishing targets. When behind, she avoids starting fights with low waves and no trap setup, following losing engages, or spending her escape to dodge non-lethal poke. The ahead version tightens space until enemies have no clean entry, while the behind version makes every enemy engage cost more than expected, and in both states she maintains a safe firing lane, prepares ground before fights, and never gives enemies the free kill that flips the bridge.

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Champion Background

Lore / Identity / Text block

Background copy

Caitlyn the Sheriff of Piltover defines her ARAM: Mayhem identity through disciplined range control and zone denial rather than burst damage or all-in pressure. Her kit revolves around Headshot, her passive, which transforms basic attacks into empowered shots either periodically or through interactions with her traps and net. This mechanic serves as her primary trading permission in Mayhem, where constant fighting means enemies must repeatedly respect her threat range or suffer punishment when caught in her setup. Her strategic value centers on forcing enemies to make bad choices. Yordle Snap Trap creates zones where enemies either lose ground or eat a Headshot, and the narrow ARAM map makes trap placement particularly oppressive when positioned near choke points, health relic paths, and minion lines. Rather than throwing traps randomly, Caitlyn builds defensive lines that protect her team's firing space while punishing anyone who steps into controlled territory. A single correct trap can decide a fight by creating a crowd control chain with allied abilities or catching a diver who crosses into her territory. Piltover Peacemaker provides her main poke and wave control, firing in a straight line that demands aim and timing. It works best against enemies who are slowed, trapped, netted, or forced through narrow lanes, and it softens grouped opponents before fights fully develop. However, a missed Q announces that her primary poke threat is down, giving enemies a window to push forward without consequence. Her survival depends on 90 Caliber Net, her self-peel spell that creates distance while setting up a Headshot on the pursuer. This ability often determines whether she deals damage throughout a fight or dies at the start. Saving it for real danger rather than aggressive use is critical, as wasting it leaves her exposed to every enemy diver who knows she has no escape left. Ace in the Hole serves as her finishing tool for low-health targets who escape the main fight, but it requires isolation or poor enemy positioning to succeed. Enemy champions can body-block the shot, so casting it while under pressure or against grouped teams often results in a blocked ultimate and lost positioning. Caitlyn wins long fights by repeatedly forcing enemies to respect her range, kiting away from divers while punishing mistakes with trap-Headshot combinations. Her counterplay comes from enemies who back out when her empowered shot is ready, hide behind tanks, force her to move before capitalizing on trapped targets, or engage assassins who punish her when she steps forward without net or trap coverage.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Caitlyn punishes bad spacing better than most marksmen, but ARAM: Mayhem also punishes greedy Caitlyn players who treat range as a license to stand still. Most mistakes stem from wasting trap and net control or stepping forward at the wrong time. The clean Caitlyn game frustrates enemies by forcing them to spend resources before she commits, and winning comes from staying alive for the next five autos rather than gambling on one flashy shot. Mechanical mistakes often begin with auto-attacking from maximum range while standing still after each shot, which makes Caitlyn easy to tag with poke, Snowball, crowd control, or dive tools. In Mayhem fights, one caught marksman often starts a full collapse. The correct habit is moving after each auto and kiting sideways rather than straight backward to avoid being herded into walls, traps, or low-health teammates. If clipped, players should stop trying to win the trade back immediately and use net or Flash defensively if enemies can chain engage. Using 90 Caliber Net forward for stronger trades loses Caitlyn's main self-peel tool, allowing bruisers, assassins, or Snowball users to commit without worry. Net should be treated as an escape first unless enemies have no realistic way to reach her. Placing Yordle Snap Trap randomly in open space wastes the chance to control chokepoints, punish crowd control, or protect against divers. Traps belong where movement is forced: under crowd-controlled enemies, at bush edges, behind the frontline, near health relic paths, or in diver routes. Casting Piltover Peacemaker through the whole enemy team while they are free to move locks Caitlyn into an animation and gives assassins or poke mages a clean window. The ability should be used when enemies are slowed, trapped, stunned, retreating through a narrow line, or when Caitlyn is safely behind her frontline. Holding Ace in the Hole too long for the perfect execute lets low-health enemies escape and costs team tempo. The ultimate should force a real result: finishing a target with no safe block, pushing a carry out of the fight, or making the enemy frontline choose between blocking and continuing engage. Decision mistakes include playing like the frontline because of long range, which gets Caitlyn engaged on before tanks can react. She should let frontline and crowd control create first contact while she hits safely and traps forced paths. Chasing low-health enemies past the fight center trades her life for damage that may not secure the kill. Ignoring enemy Snowball users until they land means reacting late and wasting Flash or net while still getting pinned. Hitting tanks forever while enemy carries stand untouched lets the backline cast freely while Caitlyn's damage gets absorbed. She should pressure the frontline while constantly looking for angles to threaten the second line. Walking up to hit turrets while enemy engage tools are available turns siege into a throw. Staying low health for one more wave or plate leaves Caitlyn vulnerable to long-range poke or single engages. Treating every fight as a full commit burns escape tools early and prevents punishing the enemy's second wave of engage. Caitlyn excels at soft-winning fights before they fully start by poking, trapping, and autoing the front before stepping back.

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FAQ

Caitlyn

FAQ

Is Caitlyn a strong pick in ARAM: Mayhem? Yes, Caitlyn is strong when your team can hold a front line and let her fire safely from range. Pick her when you want steady poke, turret pressure, and clean follow-up on crowd control. The tradeoff is that she can feel weak if divers reach her before she sets traps or saves her escape. What is Caitlyn trying to do in the first fights? Play for lane control, not flashy all-ins. Stand behind your minions and front line, chip enemies when they walk up, and place traps where stunned, slowed, or retreating targets are forced to step. If you overchase early, you give up Caitlyn’s biggest advantage: making enemies walk into you. How should I use Caitlyn’s traps in Mayhem? Use traps to control space before the fight starts, especially near choke points, relic paths, turret entrances, and behind your own front line. If an ally lands crowd control, place a trap under or slightly behind the target so their escape path becomes dangerous. The tradeoff is time: if you stop auto attacking for a trap with no setup, you may lose damage during the real burst window.

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