ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T2 Rank #39

Aphelios ARAM Mayhem Build & Best Augments

Aphelios role and playstyle: baseline role is AD marksman, with a core identity built around teamfight utility and damage output. The kit should be evaluated around its main cooldowns and teamfight pattern. Hextech augment reliance: High: this champion depends heavily on the right augments to unlock peak damage or survivability. Execution difficulty: High execution: requires precise positioning, target selection, cooldown tracking, and fight timing. 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.

Aphelios Aphelios the Weapon of the Faithful Mage / Marksman
TierT2
Rank#39
Win Rate52.50%
Pick Rate0.53%

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 Rate56.04%
Pick Rate23.72%
#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

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.

Win Rate51.25%
Pick Rate9.80%
#3
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.

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

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

Win Rate54.07%
Pick Rate6.15%

Situational itemstop 12

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

+25% Attack Speed +45 Move Speed

53.90%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

55.67%
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.

54.03%
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.

53.68%
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.

55.60%
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.

57.05%
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.

51.40%
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.

54.83%
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.

60.71%
Immortal Shieldbow Immortal Shieldbow Immortal Shieldbow
Total Price
3,000
Price
825

+55 Attack Damage +25% Critical Strike Chance Lifeline Taking damage that would reduce your Health below 30% grants a Shield for 3 seconds.

57.33%
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.

56.38%
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.

55.80%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

53.99%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

53.99%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

53.99%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

54.26%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

54.26%
B. F. Sword B. F. Sword B. F. Sword
Total Price
1,300
Price
1,300

+40 Attack Damage

53.34%

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

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.

Win Rate51.85%
Pick Rate25.80%
#2
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.

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.

Win Rate52.88%
Pick Rate13.28%
#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.

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.

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

+20 Magic Resist +45 Move Speed 30% Tenacity

Win Rate52.83%
Pick Rate5.06%

Situational itemstop 12

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.

53.39%
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.

53.37%
Berserker's Greaves Berserker's Greaves Berserker's Greaves
Total Price
1,100
Price
300

+25% Attack Speed +45 Move Speed

54.01%
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.

54.05%
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.

55.40%
Infinity Edge Infinity Edge Infinity Edge
Total Price
3,500
Price
725

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

56.02%
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.

50.88%
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.

50.00%
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.

52.33%
Mercury's Treads Mercury's Treads Mercury's Treads
Total Price
1,250
Price
550

+20 Magic Resist +45 Move Speed 30% Tenacity

50.47%
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.

50.99%
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.

54.37%

Starting items

Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

52.88%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

52.88%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

52.88%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

53.43%
Serrated Dirk Serrated Dirk Serrated Dirk
Total Price
1,000
Price
300

+20 Attack Damage 10 Lethality

53.43%
B. F. Sword B. F. Sword B. F. Sword
Total Price
1,300
Price
1,300

+40 Attack Damage

51.11%
Health Potion Health Potion Health Potion
Total Price
50
Price
50

Consume Restores +120 Health over 15 seconds.

51.11%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
59.11%
Pick Rate
26.32%
Games
4,211

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
GoldT159.11%26.32%4,211
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
57.72%
Pick Rate
6.08%
Games
972

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

View augment details
GoldT157.72%6.08%972
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
56.93%
Pick Rate
5.82%
Games
931

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

View augment details
GoldT156.93%5.82%931
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
55.57%
Pick Rate
15.31%
Games
2,449

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

View augment details
GoldT155.57%15.31%2,449
Upgrade Infinity Edge Upgrade Infinity Edge Upgrade Infinity Edge Gold
Rarity
Gold
Tier
T2
Win Rate
55.56%
Pick Rate
8.82%
Games
1,411

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
GoldT155.56%8.82%1,411
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
54.88%
Pick Rate
8.38%
Games
1,341

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
PrismaticT154.88%8.38%1,341
Lightning Strikes Lightning Strikes Lightning Strikes Gold
Rarity
Gold
Tier
T1
Win Rate
54.02%
Pick Rate
13.31%
Games
2,129

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
GoldT154.02%13.31%2,129
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
53.98%
Pick Rate
10.61%
Games
1,697

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
SilverT153.98%10.61%1,697
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.42%
Pick Rate
9.97%
Games
1,595

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
PrismaticT153.42%9.97%1,595
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
53.36%
Pick Rate
10.90%
Games
1,743

Gain 15% omnivamp .

View augment details
SilverT153.36%10.90%1,743
Scopier Weapons Scopier Weapons Scopier Weapons Gold
Rarity
Gold
Tier
T1
Win Rate
53.01%
Pick Rate
20.02%
Games
3,203

Gain ( 200 / 100) bonus attack range.

View augment details
GoldT153.01%20.02%3,203
Dual Wield Dual Wield Dual Wield Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.87%
Pick Rate
11.67%
Games
1,867

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
PrismaticT152.87%11.67%1,867
Fan the Hammer Fan the Hammer Fan the Hammer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
52.71%
Pick Rate
12.93%
Games
2,068

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
PrismaticT152.71%12.93%2,068
Scopiest Weapons Scopiest Weapons Scopiest Weapons Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
52.27%
Pick Rate
11.68%
Games
1,869

Gain ( 250 / 150) bonus attack range.

View augment details
PrismaticT152.27%11.68%1,869
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
52.14%
Pick Rate
8.32%
Games
1,331

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
GoldT152.14%8.32%1,331
Deft Deft Deft Silver
Rarity
Silver
Tier
T1
Win Rate
51.91%
Pick Rate
14.69%
Games
2,350

Grants 60% bonus attack speed .

View augment details
SilverT151.91%14.69%2,350
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
51.62%
Pick Rate
7.31%
Games
1,170

Grants 18% armor penetration and magic penetration .

View augment details
GoldT151.62%7.31%1,170
Critical Rhythm Critical Rhythm Critical Rhythm Gold
Rarity
Gold
Tier
T1
Win Rate
51.61%
Pick Rate
18.82%
Games
3,011

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
GoldT151.61%18.82%3,011
Upgrade Collector Upgrade Collector Upgrade Collector Silver
Rarity
Silver
Tier
T2
Win Rate
51.08%
Pick Rate
15.04%
Games
2,406

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

View augment details
SilverT151.08%15.04%2,406
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
51.02%
Pick Rate
5.84%
Games
935

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
GoldT151.02%5.84%935
Get Excited Get Excited Get Excited Gold
Rarity
Gold
Tier
T2
Win Rate
49.93%
Pick Rate
8.83%
Games
1,412

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

View augment details
GoldT149.93%8.83%1,412
Typhoon Typhoon Typhoon Silver
Rarity
Silver
Tier
T1
Win Rate
49.34%
Pick Rate
16.01%
Games
2,562

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

View augment details
SilverT149.34%16.01%2,562
Scoped Weapons Scoped Weapons Scoped Weapons Silver
Rarity
Silver
Tier
T2
Win Rate
48.67%
Pick Rate
9.14%
Games
1,463

Gain ( 75 / 50) bonus attack range.

View augment details
SilverT148.67%9.14%1,463
Twice Thrice Twice Thrice Twice Thrice Gold
Rarity
Gold
Tier
T2
Win Rate
46.10%
Pick Rate
7.69%
Games
1,230

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

View augment details
GoldT146.10%7.69%1,230
Symphony of War Symphony of War Symphony of War Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
45.33%
Pick Rate
6.83%
Games
1,092

Gain the Conqueror and Lethal Tempo keystone runes.

View augment details
PrismaticT145.33%6.83%1,092
Draw Your Sword Draw Your Sword Draw Your Sword Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
63.29%
Pick Rate
2.47%
Games
395

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.

View augment details
PrismaticT263.29%2.47%395
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
62.90%
Pick Rate
1.16%
Games
186

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
PrismaticT262.90%1.16%186
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
60.77%
Pick Rate
2.61%
Games
418

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

View augment details
GoldT260.77%2.61%418
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
57.43%
Pick Rate
2.53%
Games
404

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
GoldT257.43%2.53%404
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
57.36%
Pick Rate
1.23%
Games
197

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

View augment details
PrismaticT257.36%1.23%197
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
57.00%
Pick Rate
1.25%
Games
200

Gain 2 Stat Anvils .

View augment details
SilverT257.00%1.25%200
EscAPADe EscAPADe EscAPADe Silver
Rarity
Silver
Tier
T3
Win Rate
55.49%
Pick Rate
2.96%
Games
474

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

View augment details
SilverT255.49%2.96%474
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
55.26%
Pick Rate
1.19%
Games
190

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT255.26%1.19%190
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
55.16%
Pick Rate
2.66%
Games
426

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

View augment details
SilverT255.16%2.66%426
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
54.55%
Pick Rate
1.03%
Games
165

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
SilverT254.55%1.03%165
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
54.49%
Pick Rate
2.16%
Games
345

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

View augment details
PrismaticT254.49%2.16%345
Blunt Force Blunt Force Blunt Force Silver
Rarity
Silver
Tier
T3
Win Rate
53.51%
Pick Rate
2.41%
Games
385

Increases attack damage by 20% .

View augment details
SilverT253.51%2.41%385
The Brutalizer The Brutalizer The Brutalizer Silver
Rarity
Silver
Tier
T3
Win Rate
53.24%
Pick Rate
0.87%
Games
139

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

View augment details
SilverT253.24%0.87%139
Critical Healing Critical Healing Critical Healing Gold
Rarity
Gold
Tier
T2
Win Rate
52.68%
Pick Rate
2.80%
Games
448

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
GoldT252.68%2.80%448
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
52.55%
Pick Rate
2.33%
Games
373

Gain 1750 upon acquiring this augment.

View augment details
GoldT252.55%2.33%373
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
51.47%
Pick Rate
0.85%
Games
136

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
GoldT251.47%0.85%136
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
50.50%
Pick Rate
2.53%
Games
404

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
GoldT250.50%2.53%404
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
50.31%
Pick Rate
1.01%
Games
161

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
GoldT250.31%1.01%161
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
50.00%
Pick Rate
2.15%
Games
344

Grants 50% critical strike chance .

View augment details
GoldT250.00%2.15%344
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
49.79%
Pick Rate
1.47%
Games
235

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
SilverT249.79%1.47%235
Double Tap Double Tap Double Tap Gold
Rarity
Gold
Tier
T2
Win Rate
48.22%
Pick Rate
4.03%
Games
645

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

View augment details
GoldT248.22%4.03%645
Mystic Punch Mystic Punch Mystic Punch Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.11%
Pick Rate
1.51%
Games
242

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

View augment details
PrismaticT247.11%1.51%242
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
46.81%
Pick Rate
1.47%
Games
235

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
GoldT246.81%1.47%235
Shrink Ray Shrink Ray Shrink Ray Gold
Rarity
Gold
Tier
T4
Win Rate
46.37%
Pick Rate
4.14%
Games
662

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

View augment details
GoldT246.37%4.14%662
Slow and Steady Slow and Steady Slow and Steady Gold
Rarity
Gold
Tier
T4
Win Rate
45.89%
Pick Rate
1.44%
Games
231

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
GoldT245.89%1.44%231
Upgrade Hubris Upgrade Hubris Upgrade Hubris Gold
Rarity
Gold
Tier
T1
Win Rate
45.63%
Pick Rate
1.64%
Games
263

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
GoldT245.63%1.64%263
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
45.14%
Pick Rate
0.90%
Games
144

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

View augment details
PrismaticT245.14%0.90%144
ReEnergize ReEnergize ReEnergize Silver
Rarity
Silver
Tier
T5
Win Rate
44.98%
Pick Rate
1.93%
Games
309

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 .

View augment details
SilverT244.98%1.93%309
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
44.95%
Pick Rate
1.79%
Games
287

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
GoldT244.95%1.79%287
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
44.51%
Pick Rate
1.03%
Games
164

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
PrismaticT244.51%1.03%164
Cerberus Cerberus Cerberus Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
43.82%
Pick Rate
3.14%
Games
502

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

View augment details
PrismaticT243.82%3.14%502
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
40.65%
Pick Rate
0.97%
Games
155

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

View augment details
GoldT240.65%0.97%155
Heavy Hitter Heavy Hitter Heavy Hitter Silver
Rarity
Silver
Tier
T2
Win Rate
61.40%
Pick Rate
0.36%
Games
57

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

View augment details
SilverT361.40%0.36%57
Crit Ncast Crit Ncast Crit Ncast Silver
Rarity
Silver
Tier
T5
Win Rate
58.33%
Pick Rate
0.53%
Games
84

获得?技能急速(40%%i:scaleCrit%)。

View augment details
SilverT358.33%0.53%84
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
57.14%
Pick Rate
0.79%
Games
126

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

View augment details
PrismaticT357.14%0.79%126
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
56.73%
Pick Rate
0.65%
Games
104

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
PrismaticT356.73%0.65%104
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
56.07%
Pick Rate
0.67%
Games
107

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
PrismaticT356.07%0.67%107
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
55.93%
Pick Rate
0.37%
Games
59

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

View augment details
GoldT355.93%0.37%59
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
55.56%
Pick Rate
0.34%
Games
54

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
PrismaticT355.56%0.34%54
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
53.97%
Pick Rate
0.39%
Games
63

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
GoldT353.97%0.39%63
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.81%
Pick Rate
0.56%
Games
89

Grants 3 random Dragon Souls .

View augment details
PrismaticT352.81%0.56%89
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
52.34%
Pick Rate
0.80%
Games
128

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
SilverT352.34%0.80%128
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
52.31%
Pick Rate
0.41%
Games
65

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
GoldT352.31%0.41%65
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
51.97%
Pick Rate
0.79%
Games
127

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT351.97%0.79%127
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
50.82%
Pick Rate
0.38%
Games
61

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
SilverT350.82%0.38%61
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
50.77%
Pick Rate
0.41%
Games
65

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

View augment details
GoldT350.77%0.41%65
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
50.53%
Pick Rate
0.59%
Games
95

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

View augment details
GoldT350.53%0.59%95
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
49.21%
Pick Rate
0.39%
Games
63

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

View augment details
SilverT349.21%0.39%63
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
49.09%
Pick Rate
0.34%
Games
55

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
GoldT349.09%0.34%55
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
49.07%
Pick Rate
0.68%
Games
108

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

View augment details
SilverT349.07%0.68%108
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
48.89%
Pick Rate
0.56%
Games
90

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

View augment details
SilverT348.89%0.56%90
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
48.39%
Pick Rate
0.39%
Games
62

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

View augment details
SilverT348.39%0.39%62
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
48.28%
Pick Rate
0.73%
Games
116

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
SilverT348.28%0.73%116
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
47.27%
Pick Rate
0.69%
Games
110

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

View augment details
GoldT347.27%0.69%110
Dawnbringer's Resolve Dawnbringer's Resolve Dawnbringer's Resolve Gold
Rarity
Gold
Tier
T4
Win Rate
47.06%
Pick Rate
0.32%
Games
51

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
GoldT347.06%0.32%51
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
47.06%
Pick Rate
0.32%
Games
51

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

View augment details
PrismaticT347.06%0.32%51
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
46.03%
Pick Rate
0.39%
Games
63

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
PrismaticT346.03%0.39%63
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
45.33%
Pick Rate
0.47%
Games
75

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

View augment details
GoldT345.33%0.47%75
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.94%
Pick Rate
0.56%
Games
89

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

View augment details
PrismaticT344.94%0.56%89
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.79%
Pick Rate
0.60%
Games
96

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
PrismaticT344.79%0.60%96
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
43.64%
Pick Rate
0.69%
Games
110

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

View augment details
SilverT343.64%0.69%110
Poltergeist Poltergeist Poltergeist Silver
Rarity
Silver
Tier
T5
Win Rate
42.86%
Pick Rate
0.35%
Games
56

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
SilverT342.86%0.35%56
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
41.90%
Pick Rate
0.66%
Games
105

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
GoldT341.90%0.66%105
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
41.03%
Pick Rate
0.49%
Games
78

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
GoldT341.03%0.49%78
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
38.98%
Pick Rate
0.37%
Games
59

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

View augment details
GoldT338.98%0.37%59
Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Upgrade Sword of Blossoming Dawn Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
38.46%
Pick Rate
0.73%
Games
117

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

View augment details
PrismaticT338.46%0.73%117
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
37.25%
Pick Rate
0.64%
Games
102

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
GoldT337.25%0.64%102
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
33.33%
Pick Rate
0.32%
Games
51

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
GoldT333.33%0.32%51

Aphelios Skill Combos

Extracted from the skill order guide

Skill Order
QWE

Normal order: R whenever available, then Q > W > E.

RQWE

Standard damage curve: R > Q > W > E.

RQEW

Squishy enemy team with poor engage: R > Q > E > W can work, but only if your team can start fights cleanly or force enemies to stand in range.

RWQE

Attack Speed, on-hit, repeated-hit, or extended-combat augments: R > W > Q > E, or R > Q with early W points before finishing Q.

Aphelios Counters

Counters and threats extracted from the matchup guide

Counters

Counters

10

Aphelios 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

Illaoi Illaoi Illaoi T3
Tier
T3
Rank
#88
Win Rate
50.31%
Pick Rate
0.47%

Illaoi is a bruiser who wins fights by making enemies stand in the worst possible place. She wants close-range brawls, narrow chokes, and opponents who panic after getting tagged. Her signature pattern is simple: threaten with spirit pressure, force the enemy team to choose between backing off or fighting near her tentacles, then punish anyone who commits too deep. In ARAM: Mayhem, Illaoi is less about slow lane control and more about explosive front-to-back scrapping. Constant grouping gives her more chances to hit multiple targets, but it also means she gets punished fast if she walks in without setup. Play around terrain, let enemies come into your zone, and use Snowball or allied engage to turn a small catch into a full brawl. 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

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

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

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

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

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

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

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

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

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

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Aphelios Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Lulu Lulu Lulu T4
Tier
T4
Rank
#121
Win Rate
47.27%
Pick Rate
0.46%

Lulu the Fae Sorceress Lulu is a whimsical enchantress who controls fights through disruption, buffs, and crowd control rather than raw damage. She excels as a support or utility mage, turning enemy engages into chaos while amplifying her allies. Her signature pattern revolves around Polymorph—shutting down divers or assassins the moment they commit—and using Whimsy to speed up engages or peel threats. In ARAM: Mayhem, her constant poke and shielding become even more oppressive, and the faster pace means her ult and polymorph are available for nearly every skirmish. View champion guide

Highest Value Peel And Uptime Support

Lulu lets Aphelios play closer to the fight without instantly dying to the first diver. Her shield, speed, polymorph threat, and defensive ultimate all make his short punish windows much safer, especially when he has a strong close-range weapon setup and wants to keep hitting instead of backing away.

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

Best Rescue Tool And Pick Setup

Thresh fixes one of Aphelios' biggest problems: once Aphelios walks forward, he does not always get to choose how he leaves. Lantern gives him a real escape route, while hook and flay stop enemies from freely rushing him. This makes Aphelios much more willing to hit frontliners and punish oversteps.

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, Brush Control, And Low-risk Engage

Maokai gives Aphelios the stable front line he loves. He checks brush, starts fights through narrow lanes, and keeps enemies in predictable zones. Aphelios does not need flashy engage every time; he needs enemies slowed, rooted, or forced to walk through a bad corridor while he free-hits.

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

Shielded Spacing And Controlled Wombo Fights

Orianna adds a shield, speed control, and a powerful threat zone that makes enemies hesitate before diving Aphelios. She also turns friendly engage into a clear kill signal. Aphelios benefits because he can focus on positioning and target selection while Orianna shapes where the enemy team is allowed to stand.

Renata Glasc Renata Glasc Renata Glasc T2
Tier
T2
Rank
#22
Win Rate
52.08%
Pick Rate
0.39%

Renata Glasc is a backline support-controller who wins fights by making the enemy engage look bad. She protects a carry, punishes divers that overcommit, and turns crowded fights with her hostile crowd control instead of raw damage. Her signature pattern is simple: stay just behind your strongest threat, save your key defensive tool for the first real all-in, then use her fight-swinging ultimate when enemies are stacked or forced through a narrow path. In ARAM: Mayhem, Renata likes the constant 5v5 pressure because enemies group naturally and fights start fast. That gives her more chances to counter-engage, peel, and punish clumped teams. The tradeoff is that mistakes are harsher: if she wastes her protection early or stands too far forward, she has no easy escape. Pick her when your team has a clear carry to enable or when the enemy team wants to dive straight through the front line. View champion guide

Anti-dive Insurance And Fight Extension

Renata is valuable when Aphelios expects to be the first serious target. Her bailout pressure makes enemies think twice before committing everything into him, and her hostile takeover threat can break up clustered melee dives. Aphelios loves fights that extend just long enough for him to keep attacking through the first burst.

Aphelios ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Pre-Fight PositioningYou can often stand behind your tank and trust the fight to unfold, positioning behind your frontline and kiting backward through the lane.Start farther back, especially against Snowball or augment-driven engage, and step forward only after the enemy commits onto someone else.Wait to see main engage spells before moving forward; never trust that frontline will fully protect you.
Weapon DisciplineRewards planned weapon cycling where you hold strong combinations for the next wave, turret siege, or full fight at a controlled pace.Weapon discipline is more urgent; a perfect damage setup is less valuable than a weapon pair that lets you contribute without stepping into death.Prioritize safety over ideal weapon pairs; use range and control early, close-range damage only after commitment.
Snowball UsageSome marksmen can use Snowball as a rare chase or reposition tool when the fight is already won and secured.Taking Snowball into the enemy team removes controlled spacing; only dash if it places you safely after enemy crowd control is spent.Use Snowball to threaten follow-up without committing; never take bait executes into augment-enhanced burst.
Build PrioritiesItem logic often focuses on reaching reliable DPS spikes with crit or on-hit scaling depending on the game.Ask if you can actually stand and attack; prioritize uptime and survival choices when threatened by divers or burst.Adapt builds to lobby tempo; Aphelios does no damage while dead no matter how efficient the build looks.
Augment InfluenceYour build and champion identity are fairly predictable: physical DPS with positioning around enemy engage tools.Augments change how greedy you are allowed to be; defensive choices let you hold aggressive angles, damage choices require more patience.Use survival augments for DPS uptime, not to frontline; high damage augments make you a priority target.

Champion Analysis

Role / Current performance

Overview

Aphelios the Weapon of the Faithful is a ranged ADC in Hextech Mayhem (ARAM) who brings unmatched versatility through his five-weapon system and excellent mixed damage output. Rather than relying on a single set of abilities, Aphelios rotates between five distinct weapons—Calibrum for ranged poke, Severum for healing on attacks, Gravitum for slow control, Crescendum for a close-range turret effect, and Infernum for area-of-effect cone damage. Each weapon modifies his Q ability depending on which is currently active as the main hand, while his W switches between the main and off-hand weapons, allowing him to adapt his combat pattern on the fly. This weapon-switching mechanic is the core of his identity: Aphelios must constantly evaluate the fight situation and choose the right combination of weapons to maximize pressure, sustain, crowd control, or burst. His ultimate, Moonlight Vigil, fires a blast that marks all enemies hit, and subsequent attacks against those targets deal bonus damage based on the off-hand weapon, rewarding smart sequencing and weapon management. His E also marks enemies for bonus damage from allies, adding a small team coordination element. In Hextech Mayhem, where fights are frequent and chaotic, Aphelios’s ability to shift between poke, sustained healing, slows, close-range area denial, and wide AoE makes him one of the most adaptable carries in the mode. His high skill ceiling comes from the need to track ammunition, time weapon swaps, and choose the optimal weapon pair for each skirmish—a single misstep in weapon choice can reduce his effectiveness, but a well-played Aphelios can handle nearly any threat the enemy team throws at him. He is not a static backline turret; his positioning must change with his weapon set, sometimes requiring him to step forward to use Crescendum’s turret or stay at range to leverage Calibrum’s poke. The practical strategic value of this champion lies in his ability to never be completely countered by a single enemy composition—if enemies dive hard, he can leverage Severum’s sustain and Gravitum’s slow; if they kite, he can answer with Calibrum and Infernum. This flexibility, paired with the need for constant adaptation, defines Aphelios as a rewarding but demanding pick in Hextech Mayhem.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Aphelios wins Mayhem fights by setting the fight before it starts, checking his weapon pair before every wave and spending ammo safely on minions or turrets if the pair is weak for the next fight. He is strongest as the second hit in an engage, stepping forward just enough to hit a crowd-controlled target then immediately kiting back toward his team. Snowball should be used as a reposition tool, not a default engage button; taking the dash is correct only when the target is isolated, teammates are moving with you, and your current weapons can kill quickly or self-protect. When you have a root or long-range follow-up, hold lane center and punish enemies stepping for relics or cannon minions rather than farming harmlessly. Counter-engage starts before the diver reaches you: stand slightly off-center, and if an enemy dashes toward your team, move sideways first to break straight-line follow-up and avoid secondary crowd control. Do not panic-fire everything into the tank if the real threat is still hidden; save decisive burst or crowd-control follow-up for the champion who can actually kill you. When engaged on, kite toward allies with control rather than toward the empty back corner, so retreating along a path that offers peel can flip the fight. Never stand in the exact center line for long; hold a diagonal pocket behind your frontline and near a wall, shifting sides when enemy poke aims at that pocket. Respect brush as an engage zone and use minion waves, allied skillshots, and cautious autos to reclaim vision before walking up for turret damage. After burning a defensive tool, give ground and let the wave come, as enemies will often overchase and can be punished by your team. Target the closest killable target but keep tracking the highest threat; do not walk through a bruiser to auto a mage unless the mage is already caught. Low health is not always the right target—a low-health tank with damage reduction can waste your window, while a half-health assassin with no escape may be the better kill. Push turrets only when enemies are dead or zoned, not when they are waiting to engage. Snowball should be thrown during chaos, not a calm standoff; the mark itself can pressure movement and discourage dives even without recasting. Play around augments with a plan to trigger the first reliable proc on a safe target before committing deeper. Fast wave control lets you hit turret and threaten relics; pull the wave when the enemy comp wants to dive, especially when behind. Dive only after the enemy has spent the tools that stop you from auto attacking. When behind, damage control means not dying for one extra wave; give up space before giving up your life and switch from carry mode to cleanup mode, staying alive through the first engage and punishing overextensions once cooldowns are spent. Aphelios should rarely be the first champion in and never be the easiest champion to reach.

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Playstyle Guide

Playstyle / Team structure

Play guide

Aphelios wins Mayhem by staying useful through every weapon cycle without giving the enemy a clean dive angle. He is not the champion who starts every fight; he turns a small opening into a lost turret and then a lost teamfight. His plan changes by level bracket: early he protects health and farm space, mid he punishes oversteps with his strongest gun pair, and late he plays as if the whole fight is decided by his first two seconds of positioning. From levels 1 through 6, position slightly behind the front line and off the lane center to avoid giving poke and Snowball an easy line. Hug the side with a safer escape path but do not pin yourself against the wall unless a tank covers that angle. Take short trades only when weapons allow hitting first or through the wave, and never chase an extra auto into hook range. Treat Snowball as a defensive and follow-up tool, not an engage button; throw it through minions to tag a diver or mark a low target only when your team is already moving forward. The first augment choice should fix the lane you are actually in—safety, range, sustain, or anti-dive if your team lacks peel, or damage and attack pattern augments if your front line is winning space. Push only when your team has poke advantage or the enemy’s engage tools are down; stall when hard engage is ready. If ahead, keep the wave moving and take free structure damage while resetting behind the front line. If behind, give ground, farm safely, and save burst windows for overchases under turret. By level 6, check your weapon pair and decide whether the next fight is a poke fight, burst follow-up, or front-to-back cleanup, and stand where that pair is strongest before the fight begins. Between levels 7 and 11, start carrying fights by keeping a second layer between you and the enemy engage. Fight in waves: step up when your team has minions, poke is ready, or the enemy used their engage on someone else; step back after your main damage window instead of autoing until caught. Snowball extends winning fights—use it when a marked carry is already crowd controlled, but leave the mark alone if the target is beside tanks or still has peel, or hold it to tag an incoming diver. Mid-game augment decisions should match your role: main damage source wants uptime and survivability, while a team lacking control values kite and repositioning augments. Push hard after a won skirmish because Aphelios converts dead enemies into structure damage well when allowed to stand still; stall if the fight is even or you are waiting on health. When ahead, play around the strongest teammate who can stand in front of you and punish enemy carries who step forward, then return to front-to-back damage. When behind, look for enemy overextension after they hit the turret or chase a low ally, focus the first target your team can actually kill, and avoid split focus. Before level 12, identify who can reach you without Flash-like movement, Snowball, or a teammate’s setup, and position around that threat. Late game from level 12 onward is strict. Stand behind durable champions, keep enough room to kite sideways, and avoid being the first body the enemy sees. If your team has no real front line, position near terrain and allied crowd control so enemies must walk through damage to reach you.

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Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

When ahead, Aphelios must use his lead to lock space and control the lane rather than sprinting into melee. A gold or augment lead does not grant permission to stand first in line. He should step forward only behind a frontliner, minion wave, or threatening ally engage, forcing the enemy to spend engage tools just to reach him. Once those tools miss or are blocked, his follow-up damage becomes safe. Key triggers to step up include when the enemy frontline has already used its engage or displacement, when Aphelios has a strong weapon pair and can call for team slowdown to prepare it, when allies land poke or crowd control, when an enemy carry is low but protected (hit the front target instead of diving), and when his ultimate can hit multiple champions or finish a controlled target—never use it as a blind fishing tool. To press without throwing, hold the center brush and health relic area, stand just behind the champion who can face-check, and never die alone in fog. Convert won fights into structure damage only while enemy engage is down; if two or more enemies are about to re-enter and your frontline is low, back off. Do not burn Snowball aggressively—use it to dodge, reposition, or secure low-risk cleanup. Always play around enemy desperation engages; keep one defensive action available. Augments that protect an advantage include range and attack uptime for safer spacing, shield/healing/damage-reduction for surviving the first dive, mobility or cleanse-style options for specific enemy engage tools, and on-hit/crit/repeated-attack augments when your team already has peel. When behind, stop trying to win the whole fight at once. Aphelios can still recover if he survives the first engage, farms safely, and punishes overchase with the right weapon setup. Key triggers: if the enemy controls the lane, last-hit only what is safe; if your team is missing health before a fight, back up and wait for sustain; if the frontline walks too far ahead, focus it with your team; if a diver is saving gap-close, stand closer to peel than to damage and kite backward; if you have an awkward weapon pair, stall and clear wave. Find comeback fights by stepping up after the enemy wastes key engage, using narrow-space punishment when enemies stack, turning dives with defensive weapons and peel, and taking small wins without chasing across the lane. Defensive augments (shield, damage reduction, emergency movement, cleanse) are often better than greed damage when the enemy can reach you easily. Mobility augments cover Aphelios’ lack of repositioning; use them to dodge the spell that starts the fight, not to greed. Sustain helps recover between waves but does not excuse bad spacing. Damage augments become valuable only when your team already has enough peel or the enemy comp is front-to-back. Avoid unrecoverable fights by never being the first champion seen in fog, not splitting your team’s response to a caught ally, not chasing past your peel after a comeback kill, and repositioning before attacking if you cannot hit safely. A disciplined Aphelios comeback is built through repeated safe damage windows.

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Champion Background

Lore / Identity / Text block

Background copy

Aphelios does not choose abilities from a menu. Instead, he cycles through five guns, each with its own attack modifier and ammo pool. He always carries two guns: one main and one off-hand. His passive grants bonus attack damage, lethality, and attack speed as he levels, scaling hard into the late game without needing to rush damage items. In Mayhem’s faster pace, he burns through ammo quicker than on Summoner’s Rift. He cannot sit on a perfect gun forever; when a gun runs dry, it swaps to the next in queue and goes on a short cooldown before returning. Managing this queue is the core skill—forcing weapon swaps for specific utility rather than waiting until ammo depletes. Each gun shapes his combat identity. Calibrum marks enemies for long-range follow-up pokes. Severum provides a dash and lifesteal, making it the primary sustain and escape tool. Gravitum offers his only hard crowd control—a root against already slowed targets. Infernum fires a wave that crits and applies on-hit effects, serving as wave clear and teamfight burst. Crescendum throws a chakram that, when caught, empowers his next attacks with attack speed. In Mayhem, reduced cooldowns make frequent Q usage viable, but ammo remains the real limiter. Whiffing a key ability like Gravitum Q or Severum Q leaves him without peel or mobility, so each cast must be deliberate. Weapon switching with W is his instant reaction tool. He should swap constantly, treating his off-hand as a second ability ready to fire rather than a backup magazine. For example, fire Infernum Q and instantly swap to Crescendum for empowered auto-attacks. Swapping to an empty gun is fatal, as it forces a reload delay. He also has no E ability key; the slot is a passive display of current guns, ammo, and the next weapon in the queue. Understanding the reload mechanic is essential. When a gun hits zero ammo, it goes to the back of the queue and takes time to reload. He cannot manually reload early, so he must track his next gun. If the next weapon is Gravitum and a siege is coming, he burns his current gun faster to access crowd control. If Infernum is next and a teamfight is brewing, he conserves ammo to avoid cycling past it too early. His ultimate, Moonlight Vigil, fires a lunar bolt that detonates on the first enemy hit, dealing area damage and granting Moonlight stacks on his main gun. It also fires a shot from every gun he holds, applying their effects. This ultimate is a fight-starter, not a finisher. Used with Gravitum, it can apply a slow to the entire enemy team, then Gravitum Q roots everyone slowed—a massive AoE crowd control setup. With Crescendum, it grants extra chakrams for a blender of damage. Firing the ultimate into a minion wave is a waste, and using it with Calibrum equipped often lacks impact unless the long-range mark execute is needed. Overall, Aphelios in Mayhem is a weapon-cycling marksman whose power depends entirely on forward planning of his gun rotation. His passive scaling makes him a formidable late-game threat, but poor ammo management or panic swaps with empty guns can quickly leave him useless. The most common mistake is finishing a fight with two weak guns while strongest weapons sit in the reload queue. Success requires constant attention to the gun icon above his health bar, adapting playstyle to the gun currently held, and forcing weapon swaps to align with upcoming skirmishes.

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Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Aphelios in ARAM: Mayhem rewards planning more than panic clicking. Most bad games come from wasting the wrong gun at the wrong time, walking up without a defensive plan, or fighting while your next weapon pair does not match the fight. The mechanical mistakes start with spamming every weapon ability as soon as it appears, which burns ammo unevenly and leaves an awkward pair for the real fight; instead, spend ammo with a purpose, keeping the pair that matches the next engage if your team is waiting to fight. Treating Calibrum like a license to stand still and free‑hit from max range gets you tagged by poke or crowd control; use it to punish targets already slowed or controlled, fire, move, then decide if the mark is safe to consume. Walking into melee range with Crescendum before the enemy has spent their engage tools will kill you before your close‑range damage matters; use it aggressively only after key crowd control, hooks, dashes, or burst spells are down. Using Gravitum root on the first target touched, even if that target is a tank or already disengaging, wastes your catch tool—hold it for a carry stepping forward, an assassin entering, or a diver trying to leave after committing. Firing Infernum into the wrong angle just to hit the frontliner misses the splash value; aim through crowded choke points, minion waves, or clumped champions. Relying on Severum sustain while ignoring incoming burst leads to death before you can heal; use it to stabilize after smaller trades or while kiting, not as permission to face‑tank hard engage. Casting Moonlight Vigil into an isolated, shielded, or fleeing target makes your biggest fight button a low‑impact poke spell; use it when it will hit multiple champions, finish a key target, or apply the right weapon effect exactly when your team is ready to follow. Forgetting the off‑hand weapon during combos misses the real value of Aphelios—check both weapons and ask what the pair does: poke, peel, burst, wave clear, sustain, or close‑range shred. Decision mistakes are just as costly. Frontlining because you have strong damage weapons out lets the enemy reach you first—let tanks, bruisers, or minions take initial contact. Chasing a low‑health target through the center of the lane after your team has stopped moving forward separates you from peel and turns a won trade into a shutdown; chase only when your front line is still advancing or you can finish safely. Taking Snowball or aggressive entry tools as if Aphelios is a diver delivers you into enemy burst and crowd control range; use forward movement only to finish a fight already won or to reposition with a clear escape path. Ignoring enemy engage cooldowns and only watching health bars steps you into waiting hooks, stuns, or flanks—track the spells that actually kill you and stand where a teammate or terrain can block them. Building or augmenting only for damage when the enemy has easy access to you leaves you unable to apply that damage; value survivability, movement, shields, lifesteal, or defensive utility when assassins, divers, or long‑range pick tools are controlling the lane. Forcing fights while your team has no wave makes skillshots and follow‑up harder while the enemy gets cleaner angles—clear enough space first, especially with weapons that punish clumps. Saving every good weapon pair for a perfect fight that never comes contributes too little during poke windows; use strong pairs for realistic wins like chunking a carry or securing a numbers advantage.

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FAQ

Aphelios

FAQ

Is Aphelios a good pick in ARAM: Mayhem? Yes, if your team can give him a few seconds to hit. Aphelios rewards clean spacing, target selection, and weapon awareness, so he feels strong when fights happen front-to-back. The tradeoff is that he is fragile and easy to punish if he walks up before crowd control is used. What is Aphelios trying to do in teamfights? Aphelios wants to stand behind his frontline and keep firing while enemies spend their engage tools on someone else. If the fight starts messy, kite backward first, then re-enter when the closest threat is controlled or low. Chasing too early often costs more damage than it gains because he has limited escape options. How important is weapon management on Aphelios? It matters a lot, but you do not need perfect planning to be useful. Before a fight, check whether your current weapons help you poke, sustain, lock someone down, splash damage, or punish close-range divers. If your weapon pair is awkward, play slower until the next rotation instead of forcing a bad all-in.

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