ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T3 Rank #85

Ornn ARAM Mayhem Build & Best Augments

Ornn role and playstyle: baseline role is tank, with a core identity built around teamfight utility and damage output. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Key ARAM traits include wide-area impact. Hextech augment reliance: Low to medium: the base kit is functional, while premium augments noticeably improve consistency. 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.

Ornn Ornn The Fire below the Mountain Tank / Mage
TierT3
Rank#85
Win Rate49.54%
Pick Rate0.57%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

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

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

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

Win Rate56.79%
Pick Rate14.29%
#2
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

+20 Magic Resist +45 Move Speed 30% Tenacity

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

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

Win Rate56.82%
Pick Rate9.23%
#3
Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

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

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

Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

Win Rate52.66%
Pick Rate4.97%

Situational itemstop 12

Heartsteel Heartsteel Heartsteel
Total Price
3,000
Price
400

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

55.53%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

56.18%
Warmog's Armor Warmog's Armor Warmog's Armor
Total Price
3,100
Price
500

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

58.13%
Thornmail Thornmail Thornmail
Total Price
2,450
Price
450

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

55.13%
Unending Despair Unending Despair Unending Despair
Total Price
2,800
Price
800

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

57.33%
Jak'Sho, The Protean Jak'Sho, The Protean Jak'Sho, The Protean
Total Price
3,200
Price
650

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

57.73%
Plated Steelcaps Plated Steelcaps Plated Steelcaps
Total Price
1,200
Price
600

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

55.80%
Kaenic Rookern Kaenic Rookern Kaenic Rookern
Total Price
2,900
Price
800

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

58.98%
Winter's Approach Winter's Approach Winter's Approach
Total Price
2,400
Price
300

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

55.75%
Hollow Radiance Hollow Radiance Hollow Radiance
Total Price
2,800
Price
650

+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.

59.58%
Randuin's Omen Randuin's Omen Randuin's Omen
Total Price
2,700
Price
800

+350 Health +75 Armor Resilience Receive 30% less damage from Critical Strikes. Humility Slow nearby enemies by 70% for 2 seconds.

55.17%
Spirit Visage Spirit Visage Spirit Visage
Total Price
2,700
Price
650

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

57.88%

Starting items

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

+350 Health

55.24%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

55.24%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

56.62%
Ruby Crystal Ruby Crystal Ruby Crystal
Total Price
400
Price
400

+150 Health

56.62%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

56.62%
Giant's Belt Giant's Belt Giant's Belt
Total Price
900
Price
500

+350 Health

55.05%
Tear of the Goddess Tear of the Goddess Tear of the Goddess
Total Price
400
Price
400

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

55.05%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Upgrade Thornmail Upgrade Thornmail Upgrade Thornmail Silver
Rarity
Silver
Tier
T3
Win Rate
57.52%
Pick Rate
7.75%
Games
1,104

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

View augment details
SilverT157.52%7.75%1,104
Slow Cooker Slow Cooker Slow Cooker Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
56.14%
Pick Rate
10.97%
Games
1,564

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

View augment details
PrismaticT156.14%10.97%1,564
Quest: Icathia's Fall Quest: Icathia's Fall Quest: Icathia's Fall Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
54.20%
Pick Rate
9.94%
Games
1,417

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

View augment details
PrismaticT154.20%9.94%1,417
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
53.11%
Pick Rate
13.42%
Games
1,913

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

View augment details
SilverT153.11%13.42%1,913
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.90%
Pick Rate
12.33%
Games
1,758

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

View augment details
PrismaticT152.90%12.33%1,758
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
52.04%
Pick Rate
5.16%
Games
736

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

View augment details
GoldT152.04%5.16%736
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.01%
Pick Rate
3.84%
Games
548

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

View augment details
PrismaticT152.01%3.84%548
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
51.74%
Pick Rate
32.64%
Games
4,652

Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death.

View augment details
GoldT151.74%32.64%4,652
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
50.91%
Pick Rate
18.84%
Games
2,685

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

View augment details
GoldT150.91%18.84%2,685
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
50.37%
Pick Rate
7.54%
Games
1,074

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

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GoldT150.37%7.54%1,074
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
49.94%
Pick Rate
5.51%
Games
785

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

View augment details
GoldT149.94%5.51%785
Quest: Steel Your Heart Quest: Steel Your Heart Quest: Steel Your Heart Gold
Rarity
Gold
Tier
T1
Win Rate
49.59%
Pick Rate
24.52%
Games
3,495

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
GoldT149.59%24.52%3,495
Upgrade Immolate Upgrade Immolate Upgrade Immolate Silver
Rarity
Silver
Tier
T4
Win Rate
49.47%
Pick Rate
7.29%
Games
1,039

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

View augment details
SilverT149.47%7.29%1,039
Self Destruct Self Destruct Self Destruct Silver
Rarity
Silver
Tier
T3
Win Rate
49.30%
Pick Rate
4.48%
Games
639

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

View augment details
SilverT149.30%4.48%639
Mountain Soul Mountain Soul Mountain Soul Silver
Rarity
Silver
Tier
T4
Win Rate
49.29%
Pick Rate
5.42%
Games
773

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

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SilverT149.29%5.42%773
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
49.23%
Pick Rate
21.01%
Games
2,994

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

View augment details
GoldT149.23%21.01%2,994
Celestial Body Celestial Body Celestial Body Gold
Rarity
Gold
Tier
T1
Win Rate
48.97%
Pick Rate
21.22%
Games
3,024

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

View augment details
GoldT148.97%21.22%3,024
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
48.50%
Pick Rate
16.42%
Games
2,340

Immobilizing or grounding an enemy champion grants you 6 bonus Attack Damage or 10 Ability Power ( Adaptive ), stacking infinitely (5 second cooldown per cast instance ). Lose 50% of stacks on death.

View augment details
SilverT148.50%16.42%2,340
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
48.37%
Pick Rate
6.02%
Games
858

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

View augment details
GoldT148.37%6.02%858
Frost Wraith Frost Wraith Frost Wraith Silver
Rarity
Silver
Tier
T3
Win Rate
47.83%
Pick Rate
5.50%
Games
784

Automatically cast a modified version of Lissandra's Ring of Frost , creating a cold pulse around you in 450 radius that roots nearby enemies for 1. 25 seconds (6. 5 second cooldown). This modified ability does not deal damage.

View augment details
SilverT147.83%5.50%784
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.71%
Pick Rate
13.32%
Games
1,899

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

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PrismaticT147.71%13.32%1,899
Courage of the Colossus Courage of the Colossus Courage of the Colossus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.46%
Pick Rate
5.95%
Games
848

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

View augment details
PrismaticT146.46%5.95%848
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
46.33%
Pick Rate
7.18%
Games
1,023

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

View augment details
SilverT146.33%7.18%1,023
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
46.16%
Pick Rate
5.76%
Games
821

Immobilizing or grounding an enemy champion grants 10 bonus armor and bonus magic resistance for 10 seconds, stacking up to 10 times for a total of 100 bonus resistances, and refreshing on subsequent triggers (5 second cooldown per cast instance ).

View augment details
SilverT146.16%5.76%821
Impassable Impassable Impassable Gold
Rarity
Gold
Tier
T3
Win Rate
45.94%
Pick Rate
8.38%
Games
1,195

Gain the Aftershock and Glacial Augment keystone runes.

View augment details
GoldT145.94%8.38%1,195
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
54.55%
Pick Rate
2.01%
Games
286

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

View augment details
GoldT254.55%2.01%286
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
53.54%
Pick Rate
0.89%
Games
127

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
SilverT253.54%0.89%127
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
53.25%
Pick Rate
2.91%
Games
415

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

View augment details
SilverT253.25%2.91%415
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
53.06%
Pick Rate
1.38%
Games
196

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

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GoldT253.06%1.38%196
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.25%
Pick Rate
1.97%
Games
281

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

View augment details
PrismaticT251.25%1.97%281
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
51.09%
Pick Rate
1.29%
Games
184

Grants 60 ability haste .

View augment details
GoldT251.09%1.29%184
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
51.04%
Pick Rate
1.35%
Games
192

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

View augment details
PrismaticT251.04%1.35%192
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
50.61%
Pick Rate
3.44%
Games
490

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

View augment details
GoldT250.61%3.44%490
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
50.50%
Pick Rate
2.13%
Games
303

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
GoldT250.50%2.13%303
Gash Gash Gash Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.15%
Pick Rate
2.29%
Games
327

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

View augment details
PrismaticT250.15%2.29%327
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
50.11%
Pick Rate
3.07%
Games
437

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

View augment details
SilverT250.11%3.07%437
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
50.00%
Pick Rate
2.05%
Games
292

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
SilverT250.00%2.05%292
Prom Queen Prom Queen Prom Queen Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
50.00%
Pick Rate
1.60%
Games
228

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

View augment details
PrismaticT250.00%1.60%228
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
50.00%
Pick Rate
1.59%
Games
226

Gain 1750 upon acquiring this augment.

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GoldT250.00%1.59%226
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
50.00%
Pick Rate
1.15%
Games
164

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

View augment details
SilverT250.00%1.15%164
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
49.79%
Pick Rate
1.68%
Games
239

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
SilverT249.79%1.68%239
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
49.69%
Pick Rate
2.27%
Games
324

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
GoldT249.69%2.27%324
Laser Heal Laser Heal Laser Heal Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.42%
Pick Rate
1.82%
Games
259

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

View augment details
PrismaticT249.42%1.82%259
King Me King Me King Me Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
49.40%
Pick Rate
1.76%
Games
251

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
PrismaticT249.40%1.76%251
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
48.95%
Pick Rate
1.00%
Games
143

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT248.95%1.00%143
Master of Duality Master of Duality Master of Duality Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
48.80%
Pick Rate
1.47%
Games
209

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

View augment details
PrismaticT248.80%1.47%209
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
48.72%
Pick Rate
1.37%
Games
195

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
PrismaticT248.72%1.37%195
Final Form Final Form Final Form Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
48.50%
Pick Rate
1.17%
Games
167

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

View augment details
PrismaticT248.50%1.17%167
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
48.50%
Pick Rate
1.87%
Games
266

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
GoldT248.50%1.87%266
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
48.17%
Pick Rate
2.30%
Games
328

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
GoldT248.17%2.30%328
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
48.15%
Pick Rate
0.95%
Games
135

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
PrismaticT248.15%0.95%135
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
47.75%
Pick Rate
1.25%
Games
178

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

View augment details
GoldT247.75%1.25%178
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.65%
Pick Rate
1.05%
Games
149

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
PrismaticT247.65%1.05%149
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
47.62%
Pick Rate
1.47%
Games
210

Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you.

View augment details
GoldT247.62%1.47%210
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
47.45%
Pick Rate
0.96%
Games
137

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

View augment details
SilverT247.45%0.96%137
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
47.12%
Pick Rate
1.46%
Games
208

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
SilverT247.12%1.46%208
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
47.00%
Pick Rate
1.99%
Games
283

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

View augment details
GoldT247.00%1.99%283
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
46.85%
Pick Rate
2.01%
Games
286

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
GoldT246.85%2.01%286
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
46.85%
Pick Rate
2.79%
Games
397

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

View augment details
GoldT246.85%2.79%397
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
45.90%
Pick Rate
2.14%
Games
305

Gain 2 Stat Anvils .

View augment details
SilverT245.90%2.14%305
Protein Shake Protein Shake Protein Shake Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.36%
Pick Rate
1.87%
Games
266

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

View augment details
PrismaticT244.36%1.87%266
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
44.27%
Pick Rate
1.84%
Games
262

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
GoldT244.27%1.84%262
Quantum Computing Quantum Computing Quantum Computing Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.22%
Pick Rate
1.03%
Games
147

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
PrismaticT244.22%1.03%147
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
43.50%
Pick Rate
1.73%
Games
246

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
GoldT243.50%1.73%246
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
42.77%
Pick Rate
1.12%
Games
159

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

View augment details
PrismaticT242.77%1.12%159
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
41.10%
Pick Rate
1.14%
Games
163

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

View augment details
GoldT241.10%1.14%163
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
61.45%
Pick Rate
0.58%
Games
83

周期性地出现一个小蛋糕快速飞越整个大桥。接住小蛋糕会获得50 %i:goldCoins%金币。小蛋糕还会为你和附近的友军回复? + ?已损失生命值,但你们会被施加持续0.5秒的?减速。你的小蛋糕每治疗1000生命值,就会提供150 %i:goldCoins%金币。获得治疗的总和:?已赚取的金币:?

View augment details
PrismaticT361.45%0.58%83
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
59.26%
Pick Rate
0.76%
Games
108

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
SilverT359.26%0.76%108
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
58.82%
Pick Rate
0.36%
Games
51

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
PrismaticT358.82%0.36%51
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
55.00%
Pick Rate
0.84%
Games
120

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT355.00%0.84%120
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
53.45%
Pick Rate
0.81%
Games
116

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

View augment details
GoldT353.45%0.81%116
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
52.94%
Pick Rate
0.36%
Games
51

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT352.94%0.36%51
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
52.54%
Pick Rate
0.41%
Games
59

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

View augment details
SilverT352.54%0.41%59
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
52.14%
Pick Rate
0.82%
Games
117

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

View augment details
GoldT352.14%0.82%117
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
51.72%
Pick Rate
0.81%
Games
116

Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap

View augment details
SilverT351.72%0.81%116
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
51.35%
Pick Rate
0.52%
Games
74

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
PrismaticT351.35%0.52%74
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
50.44%
Pick Rate
0.79%
Games
113

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

View augment details
SilverT350.44%0.79%113
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.00%
Pick Rate
0.46%
Games
66

Grants 3 random Dragon Souls .

View augment details
PrismaticT350.00%0.46%66
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
48.42%
Pick Rate
0.67%
Games
95

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

View augment details
GoldT348.42%0.67%95
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
47.89%
Pick Rate
0.50%
Games
71

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

View augment details
GoldT347.89%0.50%71
Fey Magic Fey Magic Fey Magic Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.78%
Pick Rate
0.63%
Games
90

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

View augment details
PrismaticT347.78%0.63%90
Demon's Dance Demon's Dance Demon's Dance Gold
Rarity
Gold
Tier
T3
Win Rate
47.12%
Pick Rate
0.73%
Games
104

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

View augment details
GoldT347.12%0.73%104
Outlaw's Grit Outlaw's Grit Outlaw's Grit Gold
Rarity
Gold
Tier
T3
Win Rate
44.62%
Pick Rate
0.46%
Games
65

Dashing or blinking grants 12 bonus armor and bonus magic resistance , stacking up to 5 times for a total of 60 bonus resistances. Stacks are reset every 60 seconds since acquiring the augment.

View augment details
GoldT344.62%0.46%65
Poro King Poro King Poro King Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
44.04%
Pick Rate
0.76%
Games
109

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
PrismaticT344.04%0.76%109
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.55%
Pick Rate
0.43%
Games
62

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
PrismaticT343.55%0.43%62
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.53%
Pick Rate
0.60%
Games
85

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
PrismaticT343.53%0.60%85
Swift and Safe Swift and Safe Swift and Safe Silver
Rarity
Silver
Tier
T3
Win Rate
43.08%
Pick Rate
0.46%
Games
65

After dashing or blinking , gain a shield that lasts for 2 seconds and absorbs 65 – 290 (based on level) (+ 65% AD) (+ 26% AP) damage (5 second cooldown).

View augment details
SilverT343.08%0.46%65
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
42.86%
Pick Rate
0.49%
Games
70

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
PrismaticT342.86%0.49%70
Feel the Burn Feel the Burn Feel the Burn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
41.51%
Pick Rate
0.37%
Games
53

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

View augment details
PrismaticT341.51%0.37%53
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
41.41%
Pick Rate
0.69%
Games
99

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

View augment details
PrismaticT341.41%0.69%99
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
41.23%
Pick Rate
0.80%
Games
114

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

View augment details
GoldT341.23%0.80%114
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
40.00%
Pick Rate
0.39%
Games
55

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
GoldT340.00%0.39%55
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
37.50%
Pick Rate
0.51%
Games
72

Scoring a champion takedown causes the area around the slain champion to explode in a 500 unit radius, dealing adaptive damage to enemies within equal to 15% of their current health and leaving behind a zone for 1. 5 seconds that slows enemies within by 60%.

View augment details
GoldT337.50%0.51%72
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
34.85%
Pick Rate
0.46%
Games
66

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

View augment details
GoldT334.85%0.46%66
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
34.62%
Pick Rate
0.36%
Games
52

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

View augment details
SilverT334.62%0.36%52
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
34.00%
Pick Rate
0.70%
Games
100

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

View augment details
SilverT334.00%0.70%100

Ornn Skill Combos

Extracted from the skill order guide

Skill Order
RWQE

Normal order: R > W > Q > E.

RQWE

Poke, spacing, or long-range setup augments: R > Q > W > E.

RWEQ

Engage, mobility, or crowd-control-focused augments: R > W > E > Q.

RWQE

After that, max W first.

Ornn Counters

Counters and threats extracted from the matchup guide

Counters

Counters

6

Ornn counters these champions in ARAM: Mayhem.

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

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

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

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

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

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

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

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

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

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

Zyra Zyra Zyra T1
Tier
T1
Rank
#16
Win Rate
53.66%
Pick Rate
0.82%

Zyra is a zone-control mage who turns small spaces into a trap. She fights by dropping seeds, growing plants, and forcing enemies to walk through constant poke and bad angles. Her whole pattern is simple: set the ground first, then punish anyone who stays in your space too long. In ARAM: Mayhem, that style gets even better because fights are cramped and messy. Zyra loves grouped enemies, long standoffs, and opponents who cannot reset cleanly. Stay back, build your setup around choke points, and let the enemy walk into your plants. If they reach you first, you are still fragile, so spacing is what keeps you alive and lets your damage take over. View champion guide

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Countered By

6

Ornn is countered by these champions in ARAM: Mayhem.

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

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

Gwen Gwen Gwen T1
Tier
T1
Rank
#3
Win Rate
54.24%
Pick Rate
0.33%

Gwen is a melee AP skirmisher who wins fights by cutting through the frontline, stacking up damage, and using her mist to make ranged champions play on her terms. She is not a simple dive assassin; she wants a short setup, then an extended fight where her snips and needle casts keep landing. In ARAM: Mayhem, Gwen benefits from the constant brawling because enemies are often grouped and forced to walk into her range. The tradeoff is that poke, crowd control, and burst arrive nonstop, so she needs clean timing: enter after key spells are used, fight inside her defensive zone, and keep moving forward only when she can keep hitting. Pick Gwen when your team can start fights or hold space for her, and avoid forcing alone into heavy disengage. View champion guide

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

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

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

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

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

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

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

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

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Ornn Team Comp Highlights

Partner patterns extracted from the team comp guide

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

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

Knockup Conversion And Fight Cleanup. Synergy Mechanism: Ornn Supplies Multiple Knockup Windows, And Yasuo Is One Of The Cleanest Champions At Turning Those Windows Into A Winning All-in. Ornn Does Not Need To Hit A Perfect Five-man Ultimate For This Pairing To Work; Even A Single Priority Target Knocked Up Near The Front Can Let Yasuo Enter Safely And Force The Enemy Team To Peel Backward. Combo: Ornn Looks For A Long-range Call Of The Forge God Angle, Recasts It Through The Enemy Carry Line, Then Yasuo Follows The Knockup While Ornn Moves In With Bellows Breath And A Terrain-based Charge. If The Enemy Front Line Blocks The Ram, Ornn Can Still Create A Closer Knockup Around His Pillar Or Nearby Terrain, Giving Yasuo A Second Entry Point. Best Scenario: This Is Strongest Against Teams That Rely On One Or Two Backline Damage Dealers And Do Not Have Clean Disengage. Once Yasuo Enters, Ornn Body-blocks And Zones The Enemy Counter-engage So Yasuo Can Finish The Target Instead Of Being Collapsed On Instantly. Enemy Answer: The Enemy Will Spread Sideways, Hold Displacement Or Stasis For Yasuo’s Entry, And Try To Bait Ornn’s Ultimate Before Their Carries Walk Forward. They May Also Stand Behind Minions And Tanks So The Ram Hits A Lower-value Target. Failure Risk And Recovery: The Biggest Risk Is Forcing The Combo When Yasuo Is Too Far Away Or Blocked By Terrain And Minions. If The First Engage Misses, Ornn Should Not Keep Walking Alone. Drop A Pillar To Slow The Chase, Hold Bellows Breath For The Enemy’s Counter-control, And Reset Around The Next Wave While Yasuo Looks For A Safer Knockup From Ornn’s Shorter-range Tools. Miss Fortune

Immediate follow-up damage: Ornn’s engage is valuable only if someone hits the target while it is controlled. If the team is full of slow setup champions, he should play more for counter-engage than blind starts.

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

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

Layered Area Damage On Ornn’s Crowd Control.

Ornn groups enemies and interrupts their escape path; Miss Fortune punishes that with high area damage. She does not need to be the first champion in the fight. She needs Ornn to force enemies to either eat the knockup or scatter into bad positions where her ultimate and follow-up shots are easier to land.

Orianna Orianna Orianna T3
Tier
T3
Rank
#80
Win Rate
50.28%
Pick Rate
0.51%

Orianna is a control mage who fights through the Ball, shaping space instead of simply throwing spells forward. Her job is to shield or attach to an ally, punish enemies who walk into the Ball’s zone, and turn grouped fights with a well-timed combo. In ARAM: Mayhem, fights break out faster and teams collide more often, so Orianna gets more chances to find multi-target impact. She is strongest when she plays behind a durable engager or fast diver, moves the Ball onto them before the fight starts, and waits for enemies to stack too closely. If she throws the Ball too early or stands too far forward, mobile champions can punish her before her setup matters. Pick Orianna when your team wants steady poke, shielding, wave control, and a big teamfight follow-up. Play patiently, track where the Ball is, and make enemies choose between backing away from its threat or eating the fight-changing pull. View champion guide

Ball Delivery, Zone Control, And Counter-engage.

Orianna gives Ornn what he loves: a dangerous follow-up zone attached to his engage path. Ornn’s natural job is to walk into the space enemies do not want to give up. When Orianna places the ball on or near him, that space becomes even more expensive to contest.

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

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

Reset Damage Behind A Durable Engage.

Ornn creates the first low-health target, and Jinx turns that first kill into a fight snowball. She benefits from Ornn’s ability to start fights from range, absorb attention, and keep enemies in predictable lanes where her area damage and traps become harder to avoid.

Seraphine Seraphine Seraphine T1
Tier
T1
Rank
#2
Win Rate
56.33%
Pick Rate
0.94%

Seraphine Seraphine is a backline mage-support who wins fights by stacking pressure, not by forcing one clean burst. She likes long trades, grouped enemies, and teammates who can follow up on her setup. If you play her well, you keep people at arm’s length, soften them up, and turn one good hit into a wider fight win. Her pattern is simple: stay safe, tag multiple targets, and use her crowd control and healing to keep your team moving. In ARAM: Mayhem, that plan gets even better because the fights are constant and everyone is packed together, so her teamfight value shows up fast. The flip side is that she is still vulnerable if enemies reach her first, so spacing and timing matter more than greed. View champion guide

Sustain, Follow-up Control, And Safe Scaling Fights.

Seraphine helps Ornn survive poke phases and makes his engages harder to ignore. Her shields, heals, slows, roots, and charm-style follow-up let Ornn take space without losing too much health before the real fight starts. She also gives the team a strong second layer after Ornn’s first crowd control lands.

Ornn ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityOrnn plays as a scaling tank who holds the center line, blocks poke, and threatens long-range engage when both teams are grouped together.He shifts to an active fight controller who must create the first safe collision, survive counter-burst, and re-engage before the enemy resets.Shift from being a stable wall to actively controlling fight timing and surviving burst.
Ultimate UsageOrnn can often cast ultimate early to open the fight because enemies have fewer tools to escape or dodge the obvious engage.Early ultimates get baited often because enemies may have extra ways to dodge, cleanse space, or counter-engage during the wind-up.Cast ultimate when enemies are already committed, slowed, or trapped near terrain.
Snowball DecisionsSnowball is often a simple engage bridge where you hit a backliner, take it, combo, and let the team collapse on them.Landing Snowball is information, not permission to dive, as targets may bait with augments or layered crowd control.Take Snowball only when the target spent their escape and your team can follow.
Skill PriorityOrnn usually follows a consistent tank-combo priority based on wave control, trading, and reliable all-in threat every game.Skill order should react to the lobby, prioritizing engage tools or peel based on whether the enemy has heavy dive or punishable positioning.Adapt skill order to deny the enemy's strongest augmented play pattern.
Teamfight SpacingOrnn likes grouped fights where enemies stack in the lane and his ultimate threatens multiple targets at once.Tight clumps get punished harder by augmented area damage, so Ornn should hold the front corner and leave carries room to dodge.Be close enough for follow-up but not so close that one enemy engage hits all five.

Champion Analysis

Role / Current performance

Overview

Ornn The Fire below the Mountain functions as one of the most supportive tank champions in ARAM: Mayhem, distinguished by his unique item-upgrade mechanic and powerful engage capabilities. He excels as a tank support and primary engager, delivering devastating teamfight initiation while providing free power spikes for his entire team through his passive ability, Living Forge. This passive represents his core strategic value, allowing him to upgrade teammates' items at the shop and significantly boost overall team power. Players should prioritize upgrading core damage items for ADCs and mages to maximize this advantage. In combat, Ornn relies on a combination of crowd control and zone control rather than raw damage output. His Q, Volcanic Rupture, summons a volcanic pillar that explodes for AoE damage, while his W, Bellows Breath, provides a shield and AoE damage. His E, Searing Charge, knocks up enemies in its path and serves as both an engage tool and a follow-up mechanism. His ultimate, Call of the Forge God, summons a massive elemental ram that charges at enemies and knocks them up, functioning as one of the strongest engage abilities in ARAM. The E and R combination forms Ornn's most potent crowd-control chain. When the R ram passes nearby, using E knocks up enemies near the ram for additional CC extension. This synergy allows Ornn to lock down multiple enemies and create opportunities for his team to follow up with damage. His R requires prediction and precision, as players must anticipate enemy movements to send the ram toward the enemy backline and knock up priority targets. Ornn's strengths include his passive item upgrades, powerful R engage, practical E knockup, and high tankiness. However, he has notable weaknesses that players must account for: low damage output, slow movement speed, the necessity to fight in melee range, and an ultimate that demands accurate prediction of enemy movement. These limitations mean Ornn depends heavily on team coordination and cannot function effectively as a solo carry. His role emphasizes "silent strength" through steady, reliable contributions rather than flashy plays. As a tank support, he creates opportunities for teammates rather than securing kills himself. The item-upgrade mechanic provides sustained value throughout the match, making him increasingly valuable as the game progresses and more teammates become eligible for upgrades. Ornn The Fire below the Mountain offers consistent engage potential and team-wide scaling that makes him a strong pick for coordinated ARAM: Mayhem compositions.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Ornn wins Mayhem fights by making the lane feel smaller than it already is. Rather than simply walking forward as a frontliner, Ornn creates a threat zone using pillar placement, wall angles, brush edges, minion waves, and ultimate paths to force enemies into bad steps. Starting fights too early leads to death without follow-up, while waiting until enemies have spent movement, shields, or poke cooldowns makes crowd control much harder to dodge. The cleanest engage pattern targets enemies standing between the Q pillar and the side wall. Place the pillar to cut their retreat, then threaten the dash knock-up if they continue in the same direction. If they sidestep away from the pillar, they typically move closer to your team's damage. Ornn is often stronger as a second engager, turning immediately onto assassins or divers who jump onto carries rather than chasing the enemy backline. The knock-up and brittle pressure extend the dive duration, giving the team time to kill the trapped target. Against teams with heavy disengage, walk first and cast second. Make enemies use knockbacks, slows, or charm-style tools on Ornn's body before committing the full engage. Spending everything into their peel gives them an easy reset. Hold the dash when the enemy frontline is fishing. If they miss their first engage tool, dash forward. If they still have it, keep the dash for interruption, escape, or terrain knock-up. Use the ultimate when the enemy backline is lined up in the lane, retreating through a narrow path, or when the team is close enough to follow up. A great Ornn ultimate with no follow-up is just noise. A defensive ultimate that cuts through your own backline can knock up multiple divers and reverse a fight. When overstepping, retreat toward walls and the minion wave rather than running straight down the center of the bridge. Walls provide dash angles, and the wave blocks skillshots or forces awkward pathing. Use W unstoppable timing to absorb the most important interruption, not random poke. Save it for when enemies try to stop the dash, ultimate recast, or retreat. Stand slightly off-center when neutral to avoid becoming an easy target from both sides. Do not stack directly on carries before fights start, as enemy area damage and long-range engage punish grouped targets. Hold a front-left or front-right position to intercept while leaving room for the backline to dodge. The first target is often the diver, not the carry. If an enemy assassin enters your team, they are closer, exposed, and relying on a reset or escape. Locking them down denies their whole plan. Hit carries when they are lined up, slowed, or forced near terrain. Ornn threatens backliners but struggles chasing a full-health marksman through open space. Snowball works best after enemies have used dashes, cleanse-style answers, or major peel spells. Taking it too early can leave Ornn alone under five champions. Use Snowball into guaranteed terrain angles where the marked target is near a wall, pillar, or ultimate path. Do not combine every engage button at once unless the kill is certain, as Snowball, pillar, dash, and ultimate all create commitment. When behind, stop looking for heroic five-man ultimates. Look for the closest overextended enemy, peel the strongest damage dealer, and trade cooldowns efficiently. One clean pick resets the lane better than a missed full commit. The clean Ornn game is patient pressure into decisive punishment, winning by standing where enemies hate to walk, holding key buttons until their movement is limited, and turning every narrow-lane mistake into a knock-up the team can actually use.

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Playstyle Guide

Playstyle / Team structure

Play guide

Ornn The Fire below the Mountain approaches Mayhem fights as a controlled frontliner who wins by making enemies respect space rather than by chasing through poke. In the early levels, Ornn should position at the front edge of his team near walls or terrain angles where knock-up threats are real, stepping back after using trade tools. He trades in short bursts, looking for enemies who stop to last-hit, stand near terrain, or cast long poke spells, then disengaging before enemy damage stacks. Snowball serves as a punish tool for targets who have used their dash, stepped past minions, or are already slowed, though Ornn should check whether teammates can follow before committing. Early augment choices should address immediate problems: durability against heavy poke, engage tools when lacking initiation, or follow-up improvements when another engager exists. Before level 6, Ornn's goal is keeping carries alive, preserving health for future engages, and identifying the easiest target to start on once his ultimate is available. When ahead early, he stands between enemies and the wave, forcing difficult choices. When behind, he stops contesting every minion, protects carries from Snowball engages, and saves crowd control for overstepping enemies. In mid levels, Ornn transitions from passive frontliner to lane controller, positioning where his ultimate can cut across enemy formation without telegraphing intent. Mid-game trades have purpose: poking with setup until enemies sidestep into bad angles when the ultimate is ready, or playing like a wall that blocks engages and threatens counter-initiation when it is not. Snowball bridges basic engage and ultimate, used to reach mispositioned backline targets or follow ally crowd control. Augment choices should match the team's damage profile, prioritizing survival for protecting carries, cleaner engage for burst teams, or movement and resilience against repeated disengage. Pushing works when the ultimate is available, carries are healthy, and the enemy wave is thin. Stalling applies when waiting on key ultimates, low on health, or split after a death. When ahead mid-game, Ornn threatens engage as soon as carries use movement or defensive tools, sometimes using his ultimate to zone and split enemies rather than starting direct fights. When behind, counter-engage becomes the better play, letting enemies step forward before turning on overcommitted divers. Late game, Ornn positions where he can protect and threaten simultaneously, holding the front corner of his formation and keeping angles where his ultimate can start on enemy backline or peel across his own. Late trades focus on cooldowns, stepping forward when enemy cleanse tools, dashes, or disengage are used. Snowball decides games and should only be used when the landing spot is playable, potentially targeting frontline enemies to start layered knock-ups that pull backlines into bad rescue attempts. Late augment value emphasizes reliability, favoring choices that help complete engages, survive focus fire, or punish grouped enemies. Pushing late happens after kills, forced low enemies, or when the team has wave and health advantages. Stalling applies when death timers favor enemies, carries need items or ultimates, or one bad engage loses the game. When ahead late, Ornn makes enemies fight through him, using his ultimate to split teams before they can focus one target. When behind, his win condition is punishing mistakes, hiding intent near carries until enemies clump or over-dive, then turning with everything. In final fights, Ornn must decide before acting whether he is engaging, peeling, or zoning, committing fully to the highest-value job for the current wave.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Ornn The Fire below the Mountain excels when ahead by forcing enemies to respond before they are prepared, using Q zones, body positioning, and the threat of R to pressure carries sideways. When your team has health, cooldowns, and lane space, walking forward creates value whether enemies retreat or panic-engage into your damage dealers. Clean Ornn ultimates while ahead split enemy formations and force carries into difficult choices between retreating through damage or standing for knock-up chains. However, throwing R early while allies are clearing waves or spending cooldowns on minions gives enemies their best punish window. When ahead, Ornn should compress the map rather than scatter fights. Staying between carries and enemy engage tools protects your backline while forcing enemies to fight through minions and terrain. After securing a kill, hold the choke and force remaining enemies through crowd control rather than automatically diving. Over-diving in Mayhem creates brutal consequences because comeback fights start quickly when multiple augments and short rotations collide. Augment priorities when ahead focus on mobility if getting kited, durability when your team has sufficient damage, and crowd-control resistance against enemies with heavy slows, stuns, or displacement. Poke-heavy teams benefit from frontline uptime augments that let Ornn absorb cooldowns while allies chip enemies down. Critical throw avoidance includes not using Snowball as blind engage without follow-up, not starting fights while your backline is shopping or dead, and respecting enemy disengage by baiting tools before committing. When behind, Ornn must stop trying to start every fight and instead buy time for enemies to overstep. Default positioning should be slightly in front of carries, looking for punish engages, peel angles, and terrain traps rather than deep aggression. Defensive Q usage slows enemy walk-ups, and E should be reserved for enemies stacking near terrain. When enemy divers jump onto your carry, turn immediately instead of chasing their backline. Behind Ornn wins by making enemy engages fail. Augment priorities when behind emphasize raw durability for surviving long enough to deliver crowd control, engage access against outranging enemies, and peel-friendly options when carries are the win condition. Unrecoverable fights are avoided by not engaging simply because enemies appear low, fighting near walls and chokes where Q and E threaten real punishment, and saving R when enemies are clearly baiting your last engage tool. When fights are lost, Ornn should be the last wall by slowing pursuit for carries to escape, as preserving Ornn for the next wave prevents full collapse.

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Champion Background

Lore / Identity / Text block

Background copy

Ornn The Fire below the Mountain is a frontline tank and engage specialist whose identity in ARAM: Mayhem revolves around creating crowd-control chains and maintaining pressure without needing to recall for items. His passive, Living Forge, allows him to shop from anywhere, keeping his build progressing while he holds the lane. The more immediate combat application comes through Brittle, a debuff applied by his fire breath and ultimate that punishes targets hit by immobilizing crowd control with bonus damage. In Mayhem's constant fighting environment, Ornn turns every Brittle target into a team coordination opportunity, signaling allies to layer their crowd control before enemies can reset their positioning. Ornn's Q, Volcanic Rupture, serves as his primary setup tool, creating a slowing pillar that doubles as terrain for his other abilities. The pillar transforms his E, Searing Charge, from a simple dash into a knockup when he collides with it or map walls. This Q-into-E combination forms his basic engage pattern, though missing Q removes his safest engage angle and leaves him vulnerable to poke. His W, Bellows Breath, functions as his close-range trading tool, applying Brittle while allowing him to keep moving. W is most effective when enemies are already slowed or boxed in, rather than used as an opener from maximum range. His ultimate, Call of the Forge God, provides long-range engage that makes enemies respect Ornn from outside melee distance. The first cast sends a ram that slows and applies Brittle, while the recast redirects it for a knockup. The recast angle determines whether the ability converts into real pressure or simply becomes noise. In Mayhem, Ornn uses R to start fights when enemies are grouped, stop dives, or punish teams that have already spent their mobility. Patience is critical, as a wasted ultimate removes his best engage threat and gives enemies permission to walk forward. Ornn's strategic value centers on commitment timing. His E dash should only be used offensively when Q has created an obvious angle, as a missed charge leaves him stranded in the enemy team with no escape. His passive shopping must happen during safe downtime, not while his team is being collapsed upon. Throughout fights, Ornn calls the Brittle target with movement, body-blocking escape angles while allies layer crowd control. If no follow-up is available, he peels rather than forcing engages that cannot convert into kills. Enemies counter Ornn by forcing fights during his shopping windows, kiting out Brittle applications, or spreading to prevent multi-target lockdown.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Ornn wins messy ARAM: Mayhem fights by forcing enemies to respect terrain, Brittle, and his long engage range. Most bad Ornn games come from rushing abilities without considering follow-up, then failing when enemies kite back. Playing him as a patient frontliner means marking punish windows, making enemies spend movement, and committing only when teammates can hit. Mechanically, Ornn players commonly mistime their Q and E combination. Casting Q and instantly dashing before the pillar forms causes missed knock-ups and leaves Ornn stranded in enemy territory. The correct approach places Q where enemies must either walk into the pillar zone or concede space, then uses E only when terrain contact is realistic. When W is used purely for damage while ignoring enemy control spells, Ornn gets stunned or displaced before Brittle applies. W should function as both a trade and timing tool, cast through dangerous moments to survive retaliation. Failing to consume Brittle marks wastes one of Ornn's biggest fight levers. Players must know who will trigger the mark before using W or R, stepping in for safe autos or setting up teammate crowd control. R mistakes prove costly. Firing R without planning the recast angle sends the ram through bad lines where enemies sidestep easily. R works best when enemies are slowed, cornered, grouped near terrain, or occupied fighting allies. Recasting too early or late because of watching enemies instead of the ram causes whiffed second hits and lost knock-ups. Players should track the ram's path first, then position where the return angle crosses targets they need to hit. Decision mistakes often prove worse than mechanical errors. Starting fights just because R is available leads to engaging while damage dealers are clearing minions, buying, low on health, or positioned too far back. Players must check ally positions before pressing R, using it as counter-engage or zoning when teammates cannot follow up. Building or augmenting like a solo carry when the team needs a front line makes Ornn easy to burst. Setup should match the lobby, prioritizing survival and initiation reliability when the team lacks a durable body. Ignoring Ornn's item-forging rhythm in poke standoffs surrenders one of his ARAM advantages. Players should use safe downtime to improve items rather than drifting forward for meaningless poke. Chasing the enemy backline past the first kill chance leaves carries unprotected against divers. After engaging, Ornn should assess carry safety and peel for them if assassins or bruisers reach the backline. Treating Snowball as an automatic engage button puts Ornn in enemy territory before abilities are ready. Snowball works best to punish trapped targets, follow ally engages, or close distance after enemies spend mobility. Fighting in open lanes when nearby terrain would make E and R harder to dodge allows enemies to kite backward freely. Ornn should herd fights toward walls, narrow spaces, and minion choke points. Using R only to start fights and never to stop enemy engage leaves carries vulnerable to divers. Against dive-heavy teams, holding R until enemies commit can split the fight and create space. Staying at low health in front because Ornn is tanky leads to getting picked before real fights begin. Players must respect poke and percent-health damage, standing off-angle or behind minions until re-entering with a specific crowd control plan.

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FAQ

Ornn

FAQ

Is Ornn a frontliner or an engage champion in ARAM: Mayhem? He is both, but he works best when you treat engage as a resource instead of a habit. If your team has follow-up damage ready, start fights with crowd control and walk forward to force space; if they are clearing waves or poking, hold your cooldowns and body-block instead. The tradeoff is that a missed engage leaves Ornn standing in enemy range with fewer ways to stop a counterattack. When should I pick Ornn in Mayhem? Pick Ornn when your team needs a durable champion who can start fights, peel divers, and create reliable clumps for area damage. If your comp already has multiple melee champions and no sustained damage behind you, he becomes harder to use because enemies can kite the whole team at once. In that case, play slower and use Ornn as a peel wall rather than the first body in every fight. How aggressive should I be in the first few fights? Start measured, not passive. If the enemy team has low early damage or short range, walk up with your wave and threaten a trade; if they have heavy poke, wait for minions, terrain, or allied crowd control before committing. The tradeoff is tempo: playing too safe gives up brush and health relic space, but forcing too early feeds Mayhem snowball pressure.

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